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