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- 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;
- }
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