using Content.Shared.Eye.Blinding.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Eye.Blinding.Components;
///
/// This component adds a white overlay to the viewport. It does not actually cause blurring.
///
[RegisterComponent]
[NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(BlurryVisionSystem))]
public sealed partial class BlurryVisionComponent : Component
{
///
/// Amount of "blurring". Also modifies examine ranges.
///
[ViewVariables(VVAccess.ReadWrite), DataField("magnitude"), AutoNetworkedField]
public float Magnitude;
public const float MaxMagnitude = 3;
}