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OldThink/Content.Server/Light/Components/LitOnPoweredComponent.cs

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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.
/// <summary>
/// Enables or disables a pointlight depending on the powered
/// state of an entity.
/// </summary>
[RegisterComponent, Friend(typeof(PoweredLightSystem))]
public sealed class LitOnPoweredComponent : Component
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{
}
}