Welder Blindness Effect Increase (#22304)
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@@ -54,7 +54,7 @@ namespace Content.Client.Eye.Blinding
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// Maybe gradually shrink the view-size?
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// Maybe gradually shrink the view-size?
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// Make the effect only apply to the edge of the viewport?
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// Make the effect only apply to the edge of the viewport?
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// Actually make it blurry??
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// Actually make it blurry??
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var opacity = 0.75f * _magnitude / BlurryVisionComponent.MaxMagnitude;
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var opacity = 1f * _magnitude / BlurryVisionComponent.MaxMagnitude;
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var worldHandle = args.WorldHandle;
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var worldHandle = args.WorldHandle;
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var viewport = args.WorldBounds;
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var viewport = args.WorldBounds;
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worldHandle.SetTransform(Matrix3.Identity);
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worldHandle.SetTransform(Matrix3.Identity);
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@@ -24,7 +24,7 @@ public sealed partial class BlindableComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField("EyeDamage"), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite), DataField("EyeDamage"), AutoNetworkedField]
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public int EyeDamage = 0;
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public int EyeDamage = 0;
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public const int MaxDamage = 8;
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public const int MaxDamage = 3;
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/// <description>
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/// <description>
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/// Used to ensure that this doesn't break with sandbox or admin tools.
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/// Used to ensure that this doesn't break with sandbox or admin tools.
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@@ -17,5 +17,5 @@ public sealed partial class BlurryVisionComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField("magnitude"), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite), DataField("magnitude"), AutoNetworkedField]
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public float Magnitude;
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public float Magnitude;
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public const float MaxMagnitude = 10;
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public const float MaxMagnitude = 3;
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}
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}
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