using Robust.Shared.GameStates; namespace Content.Shared.Mapping; /// /// This entity is used by as a reference point when determining the alignment of adjacent entities. /// [RegisterComponent] [NetworkedComponent] [AutoGenerateComponentState] public sealed partial class StructureAlignerPylonComponent : Component { /// /// The types that will align to this entity. /// [DataField("pylons"), AutoNetworkedField] public StructureAlignerType AlignerPylonTypes = StructureAlignerType.Door; }