using Robust.Shared.GameStates; namespace Content.Shared.Sprite; /// /// If your client entity is behind this then the sprite's alpha will be lowered so your entity remains visible. /// [RegisterComponent, NetworkedComponent] public sealed partial class SpriteFadeComponent : Component { /// /// If true, fades the item even if there is nothing else clickable behind the hovered point. /// [DataField] public bool AlwaysFade; }