namespace Content.Client.Atmos.Components; /// /// Sets which sprite RSI is used for displaying the fire visuals and what state to use based on the fire stacks /// accumulated. /// [RegisterComponent] public sealed partial class FireVisualsComponent : Component { [DataField("fireStackAlternateState")] public int FireStackAlternateState = 3; [DataField("normalState")] public string? NormalState; [DataField("alternateState")] public string? AlternateState; [DataField("sprite")] public string? Sprite; [DataField("lightEnergyPerStack")] public float LightEnergyPerStack = 0.5f; [DataField("lightRadiusPerStack")] public float LightRadiusPerStack = 0.3f; [DataField("maxLightEnergy")] public float MaxLightEnergy = 10f; [DataField("maxLightRadius")] public float MaxLightRadius = 4f; [DataField("lightColor")] public Color LightColor = Color.Orange; /// /// Client side point-light entity. We use this instead of directly adding a light to /// the burning entity as entities don't support having multiple point-lights. /// public EntityUid? LightEntity; }