* blindness rework - damaged eyes now simulate legal blindness * hEY THATS FOR DEMONSTRATION PURPOSES ONLY AAA * attributions * makes eyeclosecomponent adminbus compatible * useshader(null)
29 lines
959 B
C#
29 lines
959 B
C#
using Content.Shared.Eye.Blinding.Systems;
|
|
using Robust.Shared.GameStates;
|
|
|
|
namespace Content.Shared.Eye.Blinding.Components;
|
|
|
|
/// <summary>
|
|
/// This component adds a white overlay to the viewport. It does not actually cause blurring.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
[NetworkedComponent, AutoGenerateComponentState]
|
|
[Access(typeof(BlurryVisionSystem))]
|
|
public sealed partial class BlurryVisionComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// Amount of "blurring". Also modifies examine ranges.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite), DataField("magnitude"), AutoNetworkedField]
|
|
public float Magnitude;
|
|
|
|
/// <summary>
|
|
/// Exponent that controls the magnitude of the effect.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite), DataField("correctionPower"), AutoNetworkedField]
|
|
public float CorrectionPower;
|
|
|
|
public const float MaxMagnitude = 6;
|
|
public const float DefaultCorrectionPower = 2f;
|
|
}
|