using Robust.Client.Graphics; using Robust.Shared.GameObjects; using Robust.Shared.ViewVariables; namespace Robust.Client.GameObjects; [RegisterComponent] public sealed partial class PointLightComponent : SharedPointLightComponent { /// /// Set a mask texture that will be applied to the light while rendering. /// The mask's red channel will be linearly multiplied. /// [ViewVariables(VVAccess.ReadWrite)] internal Texture? Mask; // TODO POINT LIGHT // Just make this an object? on the shared comp. The server-client component split is such a pain. }