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;
}