using Robust.Shared.Configuration;
namespace Content.Shared.CCVar;
public sealed partial class CCVars
{
///
/// Controls whether the server will deny any players that are not whitelisted in the DB.
///
public static readonly CVarDef WhitelistEnabled =
CVarDef.Create("whitelist.enabled", false, CVar.SERVERONLY);
///
/// Specifies the whitelist prototypes to be used by the server. This should be a comma-separated list of prototypes.
/// If a whitelists conditions to be active fail (for example player count), the next whitelist will be used instead. If no whitelist is valid, the player will be allowed to connect.
///
public static readonly CVarDef WhitelistPrototypeList =
CVarDef.Create("whitelist.prototype_list", "basicWhitelist", CVar.SERVERONLY);
}