Eye damage (#10262)
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@@ -12,6 +12,24 @@ namespace Content.Shared.Eye.Blinding
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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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14
Content.Shared/Eye/Blinding/BlurryVisionComponent.cs
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14
Content.Shared/Eye/Blinding/BlurryVisionComponent.cs
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@@ -0,0 +1,14 @@
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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 BlurryVisionComponent : Component
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{
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[DataField("mangitude")]
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public float Magnitude = 1f;
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public bool Active => Magnitude < 10f;
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}
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}
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@@ -0,0 +1,18 @@
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namespace Content.Shared.Eye.Blinding.EyeProtection
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{
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/// <summary>
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/// For welding masks, sunglasses, etc.
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/// </summary>
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[RegisterComponent]
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public sealed class EyeProtectionComponent : Component
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{
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/// <summary>
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/// How many seconds to subtract from the status effect. If it's greater than the source
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/// of blindness, do not blind.
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/// </summary>
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[DataField("protectionTime")]
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public TimeSpan ProtectionTime = TimeSpan.FromSeconds(10);
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public bool IsActive = false;
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}
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}
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@@ -0,0 +1,21 @@
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namespace Content.Shared.Eye.Blinding.EyeProtection
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{
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/// <summary>
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/// For tools like welders that will damage your eyes when you use them.
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/// </summary>
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[RegisterComponent]
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public sealed class RequiresEyeProtectionComponent : Component
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{
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/// <summary>
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/// How long to apply temporary blindness to the user.
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/// </summary>
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[DataField("statusEffectTime")]
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public TimeSpan StatusEffectTime = TimeSpan.FromSeconds(10);
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/// <summary>
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/// You probably want to turn this on in yaml if it's something always on and not a welder.
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/// </summary>
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[DataField("toggled")]
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public bool Toggled = false;
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}
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}
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@@ -1,18 +1,28 @@
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using Content.Shared.Clothing.Components;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using JetBrains.Annotations;
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namespace Content.Shared.Eye.Blinding
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{
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public sealed class SharedBlindingSystem : EntitySystem
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{
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public const string BlindingStatusEffect = "TemporaryBlindness";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlindfoldComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<BlindfoldComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<VisionCorrectionComponent, GotEquippedEvent>(OnGlassesEquipped);
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SubscribeLocalEvent<VisionCorrectionComponent, GotUnequippedEvent>(OnGlassesUnequipped);
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SubscribeLocalEvent<BlurryVisionComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentShutdown>(OnShutdown);
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}
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private void OnEquipped(EntityUid uid, BlindfoldComponent component, GotEquippedEvent args)
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@@ -39,6 +49,46 @@ namespace Content.Shared.Eye.Blinding
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AdjustBlindSources(args.Equipee, false, blindComp);
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}
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private void OnGlassesEquipped(EntityUid uid, VisionCorrectionComponent component, GotEquippedEvent args)
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{
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if (!TryComp<SharedClothingComponent>(uid, out var clothing) || clothing.Slots == SlotFlags.PREVENTEQUIP) // we live in a society
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return;
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// Is the clothing in its actual slot?
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if (!clothing.Slots.HasFlag(args.SlotFlags))
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return;
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if (!TryComp<BlurryVisionComponent>(args.Equipee, out var blur))
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return;
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component.IsActive = true;
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blur.Magnitude += component.VisionBonus;
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blur.Dirty();
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}
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private void OnGlassesUnequipped(EntityUid uid, VisionCorrectionComponent component, GotUnequippedEvent args)
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{
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if (!component.IsActive || !TryComp<BlurryVisionComponent>(args.Equipee, out var blur))
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return;
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component.IsActive = false;
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blur.Magnitude -= component.VisionBonus;
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blur.Dirty();
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}
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private void OnGetState(EntityUid uid, BlurryVisionComponent component, ref ComponentGetState args)
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{
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args.State = new BlurryVisionComponentState(component.Magnitude);
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}
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private void OnInit(EntityUid uid, TemporaryBlindnessComponent component, ComponentInit args)
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{
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AdjustBlindSources(uid, true);
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}
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private void OnShutdown(EntityUid uid, TemporaryBlindnessComponent component, ComponentShutdown args)
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{
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AdjustBlindSources(uid, false);
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}
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[PublicAPI]
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public void AdjustBlindSources(EntityUid uid, bool Add, BlindableComponent? blindable = null)
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{
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@@ -52,6 +102,56 @@ namespace Content.Shared.Eye.Blinding
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{
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blindable.Sources--;
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}
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blindable.Sources = Math.Max(blindable.Sources, 0);
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}
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public void AdjustEyeDamage(EntityUid uid, bool add, BlindableComponent? blindable = null)
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{
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if (!Resolve(uid, ref blindable, false))
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return;
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if (add)
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{
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blindable.EyeDamage++;
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} else
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{
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blindable.EyeDamage--;
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}
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if (blindable.EyeDamage > 0)
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{
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var blurry = EnsureComp<BlurryVisionComponent>(uid);
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blurry.Magnitude = (9 - blindable.EyeDamage);
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blurry.Dirty();
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} else
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{
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RemComp<BlurryVisionComponent>(uid);
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}
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if (!blindable.EyeTooDamaged && blindable.EyeDamage >= 8)
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{
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blindable.EyeTooDamaged = true;
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AdjustBlindSources(uid, true, blindable);
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}
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if (blindable.EyeTooDamaged && blindable.EyeDamage < 8)
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{
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blindable.EyeTooDamaged = false;
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AdjustBlindSources(uid, false, blindable);
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}
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blindable.EyeDamage = Math.Clamp(blindable.EyeDamage, 0, 8);
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}
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}
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// I have no idea why blurry vision needs this but blindness doesn't
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[Serializable, NetSerializable]
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public sealed class BlurryVisionComponentState : ComponentState
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{
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public float Magnitude;
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public BlurryVisionComponentState(float magnitude)
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{
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Magnitude = magnitude;
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}
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}
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}
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11
Content.Shared/Eye/Blinding/TemporaryBlindnessComponent.cs
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11
Content.Shared/Eye/Blinding/TemporaryBlindnessComponent.cs
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@@ -0,0 +1,11 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding
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{
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/// <summary>
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/// Blind status effect.
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/// </summary>
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[NetworkedComponent, RegisterComponent]
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public sealed class TemporaryBlindnessComponent : Component
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{}
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}
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15
Content.Shared/Eye/Blinding/VisionCorrectionComponent.cs
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15
Content.Shared/Eye/Blinding/VisionCorrectionComponent.cs
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@@ -0,0 +1,15 @@
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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 VisionCorrectionComponent : Component
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{
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[ViewVariables]
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public bool IsActive = false;
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[DataField("visionBonus")]
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public float VisionBonus = 3f;
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}
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}
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