using Robust.Shared.GameStates; namespace Content.Shared.Movement.Components; /// /// Applies an occlusion shader to this entity if it's colliding with a /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)] public sealed partial class FloorOcclusionComponent : Component { [ViewVariables] public bool Enabled => Colliding.Count > 0; [DataField, AutoNetworkedField] public List Colliding = new(); }