using Content.Server.Light.EntitySystems; using Robust.Shared.Analyzers; using Robust.Shared.GameObjects; namespace Content.Server.Light.Components { // TODO PoweredLight also snowflakes this behavior. Ideally, powered light is renamed to 'wall light' and the // actual 'light on power' stuff is just handled by this component. /// /// Enables or disables a pointlight depending on the powered /// state of an entity. /// [RegisterComponent, Friend(typeof(PoweredLightSystem))] public sealed class LitOnPoweredComponent : Component { } }