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
{
///
/// Is the shader currently enabled.
///
[ViewVariables(VVAccess.ReadWrite), DataField("enabled"), AutoNetworkedField]
public bool Enabled;
[DataField("colliding")]
public List Colliding = new();
}