using Content.Shared.Whitelist; using Robust.Shared.GameStates; namespace Content.Shared.Shuttles.Components; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class FTLDestinationComponent : Component { /// /// Should this destination be restricted in some form from console visibility. /// [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField] public EntityWhitelist? Whitelist; /// /// Is this destination visible but available to be warped to? /// [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField] public bool Enabled = true; /// /// Can we only FTL to beacons on this map. /// [DataField, AutoNetworkedField] public bool BeaconsOnly; /// /// Shuttles must use a corresponding CD to travel to this location. /// [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField] public bool RequireCoordinateDisk = false; }