using Robust.Client.GameObjects; using Robust.Shared.ComponentTrees; using Robust.Shared.GameObjects; namespace Robust.Client.ComponentTrees; public sealed class LightTreeSystem : SharedLightTreeSystem { public override void Initialize() { if (!Enabled) return; base.Initialize(); SubscribeLocalEvent(OnCompStartup); SubscribeLocalEvent(OnCompRemoved); // TODO LIGHT move PointLightComponent to shared Query = EntityManager.GetEntityQuery(); } }