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