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;
}