using System.Numerics; using Robust.Shared.GameStates; namespace Content.Shared._CP14.WorldEdge; /// /// creates a world boundary that removes players who pass through it /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(CP14SharedWorldEdgeSystem))] public sealed partial class CP14WorldEdgeComponent : Component { [DataField(required: true), AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public float Range = 20f; [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public Vector2 Origin; [DataField] public EntityUid BoundaryEntity; }