using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared._DV.Psionics.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class PsionicInvisibilityUsedComponent : Component
{
///
/// The sound that plays when going invisible.
///
public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Effects/toss.ogg");
///
/// They are fully invisible. This only makes their sprite appear shaded so they know they're invisible.
///
public float InvisibilityStrength = 0.66f;
///
/// How long the user will be stunned when leaving invisibility.
///
public TimeSpan StunDuration = TimeSpan.FromSeconds(4);
}