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; }