+using Content.Shared.CCVar;
using Content.Shared.Drugs;
using Content.Shared.StatusEffect;
using Robust.Client.Graphics;
using Robust.Client.Player;
+using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
public sealed class RainbowOverlay : Overlay
{
+ [Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
protected override void Draw(in OverlayDrawArgs args)
{
+ // TODO disable only the motion part or ike's idea (single static frame of the overlay)
+ if (_config.GetCVar(CCVars.ReducedMotion))
+ return;
+
if (ScreenTexture == null)
return;