using Robust.Shared.GameStates; namespace Content.Shared.Shuttles.Components; /// /// Marker that specifies a map as being for FTLing entities. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class FTLMapComponent : Component { /// /// Offset for FTLing shuttles so they don't overlap each other. /// [DataField] public int Index; /// /// What parallax to use for the background, immediately gets deffered to ParallaxComponent. /// [DataField] public string Parallax = "FastSpace"; /// /// Can FTL on this map only be done to beacons. /// [DataField, AutoNetworkedField] public bool Beacons; }