using Content.Client.Verbs;
-using Content.Shared.Eye.Blinding;
using Content.Shared.Examine;
using Content.Shared.IdentityManagement;
using Content.Shared.Input;
using System.Linq;
using System.Numerics;
using System.Threading;
-using Content.Shared.Eye.Blinding.Components;
-using Robust.Client;
using static Content.Shared.Interaction.SharedInteractionSystem;
using static Robust.Client.UserInterface.Controls.BoxContainer;
using Content.Shared.Interaction.Events;
FormattedMessage message;
- // Basically this just predicts that we can't make out the entity if we have poor vision.
- var canSeeClearly = !HasComp<BlurryVisionComponent>(playerEnt);
-
- OpenTooltip(playerEnt.Value, entity, centeredOnCursor, false, knowTarget: canSeeClearly);
+ OpenTooltip(playerEnt.Value, entity, centeredOnCursor, false);
// Always update tooltip info from client first.
// If we get it wrong, server will correct us later anyway.