using Robust.Client.Graphics; namespace Content.Client.Explosion; [RegisterComponent] public sealed class ExplosionVisualsTexturesComponent : Component { /// /// Uid of the client-side point light entity for this explosion. /// public EntityUid LightEntity; /// /// How intense an explosion needs to be at a given tile in order to progress to the next fire-intensity RSI state. See also /// public float IntensityPerState; /// /// The textures used for the explosion fire effect. Each fire-state is associated with an explosion /// intensity range, and each stat itself has several textures. /// public List FireFrames = new(); public Color? FireColor; }