using Robust.Shared.GameStates;
namespace Content.Shared.Eye.Blinding
{
[RegisterComponent]
[NetworkedComponent]
public sealed class BlindableComponent : Component
{
///
/// How many sources of blindness are affecting us?
///
[DataField("sources")]
public int Sources = 0;
///
/// Used to ensure that this doesn't break with sandbox or admin tools.
/// This is not "enabled/disabled".
///
public bool LightSetup = false;
///
/// Gives an extra frame of blindness to reenable light manager during
///
public bool GraceFrame = false;
}
}