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;
}