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; }