using Robust.Shared.GameStates; namespace Content.Shared.Traits.Assorted; /// /// This is used for making something blind forever. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class PermanentBlindnessComponent : Component { /// /// How damaged should their eyes be? Set 0 for maximum damage. /// [DataField, AutoNetworkedField] public int Blindness = 0; }