* Changeling WIP * UI * Pointers fix * Moved out abilities * Regenerate ability * Fixed Regenerate ability Prevent ghosting while regenerating * Cleanup * Base lesser form * Finished Lesser Form && Transform * Transform Sting * Blind Sting * Mute Sting Added OnExamine on absorbed human * Hallucination Sting Changeling Absorb and transfer absorbed entities to absorber * Cryogenic Sting * Adrenaline Sacs * Transform now uses Polymorph * Armblade, Shield, Armor * Tentacle Arm ability Tentacle Gun system * WIP with bugs * WiP bugs * fix implant transfer * Fixed bugs with shop transfer and actions transfer * Just in case * Vi sitter i ventrilo och spelar DotA * Fixes and proper LesserForm tracking * !!!!! * Fixed empty buttons * WIP Gamerule Ready - shop * nerf stun time cause its sucks * cleaning * just in case * Absorb DNA Objective. * Partial objectives with bugs * fix * fix pointer * Changeling objectives * Changeling objectives №2 * Admin verb, game rule * Fixed empty list check Icons for objectives * Changeling chat, changeling names etc. * fix some merge errors * - fix: Fixed all bugs with changeling --------- Co-authored-by: Y-Parvus <yevhen.parvus@gmail.com> Co-authored-by: Y-Parvus <61109031+Y-Parvus@users.noreply.github.com> Co-authored-by: HitPanda <104197232+EnefFlow@users.noreply.github.com> Co-authored-by: EnefFlow <regeto90@mail.ru>
29 lines
972 B
C#
29 lines
972 B
C#
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 = 4f;
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/// <summary>
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/// Exponent that controls the magnitude of the effect.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("correctionPower"), AutoNetworkedField]
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public float CorrectionPower = 2f;
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public const float MaxMagnitude = 6;
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public const float DefaultCorrectionPower = 2f;
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}
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