.. _doc_item_asset_glasses: Glasses Assets ============== Glasses are created from ItemGlassesAsset. They are clothing items that can be worn by players and zombies. This inherits the :ref:`GearAsset ` class. Item Asset Properties --------------------- **GUID** *32-digit hexadecimal*: Refer to :ref:`GUID ` documentation. **Type** *enum* (``Glasses``) **Useable** *enum* (``Clothing``) **ID** *uint16*: Must be a unique identifier. Glasses Asset Properties ------------------------ **Blindfold** *flag*: Specified if glasses should blacken the player's screen. **Nightvision_Allowed_In_ThirdPerson** *bool*: If ``true``, nightvision works in third-person, not just first-person. Defaults to ``false`` for backwards compatibility. Vanilla nightvision has this set to true. **Nightvision_Color** :ref:`color `: Overrides the default color when using ``Vision Military``. This property supports using legacy color parsing. **Nightvision_Fog_Intensity** *float32*: Intensity of fog while nightvision is active. **Vision** :ref:`doc_data_elightingvision`: Determines the type of lighting vision to use. When looking to assign a custom nightvision color via the ``Nightvision_Color`` property, you should use the ``Military`` enumerator. When the ``Headlamp`` enumerator is used, you can also specify properties from the :ref:`doc_data_playerspotlightconfig` struct. Defaults to ``None``.