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; }