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(); }