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); }