using Content.Shared.Construction.EntitySystems; using Content.Shared.Whitelist; using Robust.Shared.GameStates; namespace Content.Shared.Construction.Components; /// /// Will not allow anchoring if there is an anchored item in the same tile that fails the . /// [RegisterComponent, NetworkedComponent, Access(typeof(BlockAnchorOnSystem))] public sealed partial class BlockAnchorOnComponent : Component { /// /// If not null, entities that match this whitelist are allowed. /// [DataField] public EntityWhitelist? Whitelist; /// /// If not null, entities that match this blacklist are not allowed. /// [DataField] public EntityWhitelist? Blacklist; }