using Robust.Shared.GameStates; namespace Content.Shared.Light.Components; // All content light code is terrible and everything is baked-in. Power code got predicted before light code did. /// /// Handles turning a pointlight on / off based on power. Nothing else /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class SlimPoweredLightComponent : Component { /// /// Used to make this as being lit. If unpowered then the light will still be off. /// [DataField, AutoNetworkedField] public bool Enabled = true; }