using Robust.Shared.GameStates;
namespace Content.Shared.Eye.Blinding.Components;
///
/// This component allows equipment to offset blurry vision.
///
[RegisterComponent]
[NetworkedComponent, AutoGenerateComponentState]
public sealed partial class VisionCorrectionComponent : Component
{
///
/// Amount of effective eye damage to add when this item is worn
///
[ViewVariables(VVAccess.ReadWrite), DataField("visionBonus"), AutoNetworkedField]
public float VisionBonus = 0f;
///
/// Controls the exponent of the blur effect when worn
///
[ViewVariables(VVAccess.ReadWrite), DataField("correctionPower"), AutoNetworkedField]
public float CorrectionPower = 2f;
}