using Content.Shared.Access; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Turrets; /// /// Attached to entities to provide them with turret target selection data. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(TurretTargetSettingsSystem))] public sealed partial class TurretTargetSettingsComponent : Component { /// /// Crew with one or more access levels from this list are exempt from being targeted by turrets. /// [DataField, AutoNetworkedField] public HashSet> ExemptAccessLevels = new(); }