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;
}