using Robust.Shared.GameStates;
namespace Content.Shared._DV.Light;
[RegisterComponent, NetworkedComponent]
public sealed partial class BreakLightsOnSpawnComponent : Component
{
///
/// The radius in which lights will be broken.
///
[DataField]
public float Radius = 10f;
///
/// If true, lights will only be broken if the entity has line of sight to them.
///
[DataField]
public bool LineOfSight = false;
}