Blindness refactor (#15705)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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using Content.Shared.Eye.Blinding.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Eye.Blinding.Components;
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/// <summary>
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/// This component adds a white overlay to the viewport. It does not actually cause blurring.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(BlurryVisionSystem))]
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public sealed partial class BlurryVisionComponent : Component
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{
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/// <summary>
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/// Amount of "blurring". Also modifies examine ranges.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("magnitude"), AutoNetworkedField]
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public float Magnitude;
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public const float MaxMagnitude = 10;
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}
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