using Robust.Shared.GameStates; using Robust.Shared.Serialization.Manager.Attributes; namespace Robust.Shared.GameObjects; /// /// An optimisation component for stuff that should be set as collidable when it's awake and non-collidable when asleep. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(CollisionWakeSystem))] public sealed partial class CollisionWakeComponent : Component { [DataField, AutoNetworkedField] public bool Enabled = true; }