Re-implement recoil (#9406)
* Re-implement recoil Playing around with the values atm * Update constants * final tweaks
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@@ -16,7 +16,7 @@ namespace Content.Server.Gravity.EntitySystems
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly CameraRecoilSystem _cameraRecoil = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
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private Dictionary<EntityUid, uint> _gridsToShake = new();
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@@ -83,7 +83,7 @@ namespace Content.Server.Gravity.EntitySystems
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}
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var kick = new Vector2(_random.NextFloat(), _random.NextFloat()) * GravityKick;
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_cameraRecoil.KickCamera(player.AttachedEntity.Value, kick);
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_sharedCameraRecoil.KickCamera(player.AttachedEntity.Value, kick);
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}
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}
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}
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