* Add smuggler stashes * Prevent anchor/collision test fail * Enabled = false * Oops, missed one * NYAH!1984 * Split/Rebalance loot pools and fix test fail * Errg, still with the canCollide thing * Removed notes, additional balance tweaking, removed some blank lines * Replace generator IDs * Adjust briefcase fill * Node moved * Use noSpawn * Goldschlonger * Adjusts fills for grid-inv * Replace removed items * Replace removed items part 2 * Add empty satchel to clothesmate contraband inventory * Merge master and switch spawning to roundstart event * Cleaned up and converted to entity spawn tables + Added funny clown satchel * Adds comp to prevent stacking bags * Inital cleanup * More changes * ff * Some fixes but yaml needs to be organized and a few bugs remain * Final fixes * Cleanup * good * One more * minor tweaks * Rename * Combine dupe fields * address review * review * make linter happy * names, contraband status * uplink * small bugfix --------- Co-authored-by: Jeff <velcroboy333@hotmail.com> Co-authored-by: beck-thompson <beck314159@hotmail.com> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: ScarKy0 <scarky0@onet.eu>
25 lines
786 B
C#
25 lines
786 B
C#
using Content.Shared.Construction.EntitySystems;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Construction.Components;
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/// <summary>
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/// Will not allow anchoring if there is an anchored item in the same tile that fails the <see cref="EntityWhitelist"/>.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(BlockAnchorOnSystem))]
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public sealed partial class BlockAnchorOnComponent : Component
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{
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/// <summary>
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/// If not null, entities that match this whitelist are allowed.
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// If not null, entities that match this blacklist are not allowed.
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/// </summary>
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[DataField]
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public EntityWhitelist? Blacklist;
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}
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