* Power stuff - Add shared IsPowered - Add shared ResolveApc - Move PowerChangedEvent to shared for now - Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it. * big update * boing
18 lines
621 B
C#
18 lines
621 B
C#
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.
|
|
/// <summary>
|
|
/// Handles turning a pointlight on / off based on power. Nothing else
|
|
/// </summary>
|
|
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
|
public sealed partial class SlimPoweredLightComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// Used to make this as being lit. If unpowered then the light will still be off.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public bool Enabled = true;
|
|
}
|