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