using Robust.Shared.GameStates; using Robust.Shared.Utility; using static Robust.Shared.Utility.SpriteSpecifier; namespace Content.Shared._White.Lighting.Shaders; /// /// This is used for LightOverlay /// [RegisterComponent, NetworkedComponent] public sealed partial class LightingOverlayComponent : Component { [DataField, ViewVariables(VVAccess.ReadWrite)] public bool? Enabled; [DataField] public SpriteSpecifier Sprite = new Texture(new ResPath("Effects/LightMasks/lightmask_lamp.png")); [DataField] public float Offsetx = -0.5f; [DataField] public float Offsety = 0.5f; [DataField] public Color? Color; }