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; } }