45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding
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{
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class BlindableComponent : Component
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{
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/// <description>
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/// How many sources of blindness are affecting us?
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/// </description>
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[DataField("sources")]
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public int Sources = 0;
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/// <summary>
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/// How many seconds will be subtracted from each attempt to add blindness to us?
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/// </summary>
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[DataField("blindResistance")]
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public float BlindResistance = 0;
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/// <summary>
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/// Replace with actual eye damage after bobby I guess
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/// </summary>
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[ViewVariables]
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public int EyeDamage = 0;
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/// <summary>
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/// Whether eye damage has accumulated enough to blind them.
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/// </summary>
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[ViewVariables]
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public bool EyeTooDamaged = false;
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/// <description>
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/// Used to ensure that this doesn't break with sandbox or admin tools.
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/// This is not "enabled/disabled".
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/// </description>
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public bool LightSetup = false;
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/// <description>
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/// Gives an extra frame of blindness to reenable light manager during
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/// </description>
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public bool GraceFrame = false;
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}
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}
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