From 5c782d30283d5e3661e1ce6ebc6d972f12671c41 Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Tue, 28 Jan 2025 00:20:45 +0100
Subject: [PATCH] Add conditional camera offset based on cursor - Hristov
Rework, Part 1 (#31626)
---
.../Components/EyeCursorOffsetComponent.cs | 19 ++++
.../Movement/Systems/ContentEyeSystem.cs | 11 +++
.../Movement/Systems/EyeCursorOffsetSystem.cs | 91 +++++++++++++++++++
Content.Client/Wieldable/WieldableSystem.cs | 49 ++++++++++
.../Components/EyeCursorOffsetComponent.cs | 12 +++
Content.Server/Wieldable/WieldableSystem.cs | 45 +++++++++
Content.Shared/Camera/GetEyeOffsetEvent.cs | 13 +++
Content.Shared/Camera/GetEyePvsScaleEvent.cs | 33 +++++++
.../Camera/SharedCameraRecoilSystem.cs | 8 +-
.../EntitySystems/SharedHandsSystem.Relay.cs | 3 +
.../CursorOffsetRequiresWieldComponent.cs | 13 +++
.../Components/EyeCursorOffsetComponent.cs | 32 +++++++
.../Systems/SharedContentEyeSystem.cs | 22 ++++-
.../Components/MeleeRequiresWieldComponent.cs | 2 +-
.../Components/GunRequiresWieldComponent.cs | 2 +-
.../Components/GunWieldBonusComponent.cs | 2 +-
.../IncreaseDamageOnWieldComponent.cs | 2 +-
.../Components/WieldableComponent.cs | 2 +-
...ableSystem.cs => SharedWieldableSystem.cs} | 4 +-
.../Objects/Weapons/Guns/Snipers/snipers.yml | 4 +
20 files changed, 357 insertions(+), 12 deletions(-)
create mode 100644 Content.Client/Movement/Components/EyeCursorOffsetComponent.cs
create mode 100644 Content.Client/Movement/Systems/EyeCursorOffsetSystem.cs
create mode 100644 Content.Client/Wieldable/WieldableSystem.cs
create mode 100644 Content.Server/Movement/Components/EyeCursorOffsetComponent.cs
create mode 100644 Content.Server/Wieldable/WieldableSystem.cs
create mode 100644 Content.Shared/Camera/GetEyePvsScaleEvent.cs
create mode 100644 Content.Shared/Movement/Components/CursorOffsetRequiresWieldComponent.cs
create mode 100644 Content.Shared/Movement/Components/EyeCursorOffsetComponent.cs
rename Content.Shared/Wieldable/{WieldableSystem.cs => SharedWieldableSystem.cs} (99%)
diff --git a/Content.Client/Movement/Components/EyeCursorOffsetComponent.cs b/Content.Client/Movement/Components/EyeCursorOffsetComponent.cs
new file mode 100644
index 0000000000..5ed1bf4a6c
--- /dev/null
+++ b/Content.Client/Movement/Components/EyeCursorOffsetComponent.cs
@@ -0,0 +1,19 @@
+using System.Numerics;
+using Content.Client.Movement.Systems;
+using Content.Shared.Movement.Components;
+
+namespace Content.Client.Movement.Components;
+
+[RegisterComponent]
+public sealed partial class EyeCursorOffsetComponent : SharedEyeCursorOffsetComponent
+{
+ ///
+ /// The location the offset will attempt to pan towards; based on the cursor's position in the game window.
+ ///
+ public Vector2 TargetPosition = Vector2.Zero;
+
+ ///
+ /// The current positional offset being applied. Used to enable gradual panning.
+ ///
+ public Vector2 CurrentPosition = Vector2.Zero;
+}
diff --git a/Content.Client/Movement/Systems/ContentEyeSystem.cs b/Content.Client/Movement/Systems/ContentEyeSystem.cs
index 9fbd4b5c37..518a4a1bd4 100644
--- a/Content.Client/Movement/Systems/ContentEyeSystem.cs
+++ b/Content.Client/Movement/Systems/ContentEyeSystem.cs
@@ -1,6 +1,7 @@
using System.Numerics;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
+using Robust.Client.GameObjects;
using Robust.Client.Player;
namespace Content.Client.Movement.Systems;
@@ -52,4 +53,14 @@ public sealed class ContentEyeSystem : SharedContentEyeSystem
{
RaisePredictiveEvent(new RequestEyeEvent(drawFov, drawLight));
}
+
+ public override void FrameUpdate(float frameTime)
+ {
+ base.FrameUpdate(frameTime);
+ var eyeEntities = AllEntityQuery();
+ while (eyeEntities.MoveNext(out var entity, out ContentEyeComponent? contentComponent, out EyeComponent? eyeComponent))
+ {
+ UpdateEyeOffset((entity, eyeComponent));
+ }
+ }
}
diff --git a/Content.Client/Movement/Systems/EyeCursorOffsetSystem.cs b/Content.Client/Movement/Systems/EyeCursorOffsetSystem.cs
new file mode 100644
index 0000000000..f3bff9ef0c
--- /dev/null
+++ b/Content.Client/Movement/Systems/EyeCursorOffsetSystem.cs
@@ -0,0 +1,91 @@
+using System.Numerics;
+using Content.Client.Movement.Components;
+using Content.Shared.Camera;
+using Content.Shared.Inventory;
+using Content.Shared.Movement.Systems;
+using Robust.Client.Graphics;
+using Robust.Client.Input;
+using Robust.Shared.Map;
+using Robust.Client.Player;
+
+namespace Content.Client.Movement.Systems;
+
+public partial class EyeCursorOffsetSystem : EntitySystem
+{
+ [Dependency] private readonly IEyeManager _eyeManager = default!;
+ [Dependency] private readonly IInputManager _inputManager = default!;
+ [Dependency] private readonly IPlayerManager _player = default!;
+ [Dependency] private readonly SharedTransformSystem _transform = default!;
+ [Dependency] private readonly SharedContentEyeSystem _contentEye = default!;
+ [Dependency] private readonly IMapManager _mapManager = default!;
+ [Dependency] private readonly IClyde _clyde = default!;
+
+ // This value is here to make sure the user doesn't have to move their mouse
+ // all the way out to the edge of the screen to get the full offset.
+ static private float _edgeOffset = 0.9f;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent(OnGetEyeOffsetEvent);
+ }
+
+ private void OnGetEyeOffsetEvent(EntityUid uid, EyeCursorOffsetComponent component, ref GetEyeOffsetEvent args)
+ {
+ var offset = OffsetAfterMouse(uid, component);
+ if (offset == null)
+ return;
+
+ args.Offset += offset.Value;
+ }
+
+ public Vector2? OffsetAfterMouse(EntityUid uid, EyeCursorOffsetComponent? component)
+ {
+ var localPlayer = _player.LocalPlayer?.ControlledEntity;
+ var mousePos = _inputManager.MouseScreenPosition;
+ var screenSize = _clyde.MainWindow.Size;
+ var minValue = MathF.Min(screenSize.X / 2, screenSize.Y / 2) * _edgeOffset;
+
+ var mouseNormalizedPos = new Vector2(-(mousePos.X - screenSize.X / 2) / minValue, (mousePos.Y - screenSize.Y / 2) / minValue); // X needs to be inverted here for some reason, otherwise it ends up flipped.
+
+ if (localPlayer == null)
+ return null;
+
+ var playerPos = _transform.GetWorldPosition(localPlayer.Value);
+
+ if (component == null)
+ {
+ component = EnsureComp(uid);
+ }
+
+ // Doesn't move the offset if the mouse has left the game window!
+ if (mousePos.Window != WindowId.Invalid)
+ {
+ // The offset must account for the in-world rotation.
+ var eyeRotation = _eyeManager.CurrentEye.Rotation;
+ var mouseActualRelativePos = Vector2.Transform(mouseNormalizedPos, System.Numerics.Quaternion.CreateFromAxisAngle(-System.Numerics.Vector3.UnitZ, (float)(eyeRotation.Opposite().Theta))); // I don't know, it just works.
+
+ // Caps the offset into a circle around the player.
+ mouseActualRelativePos *= component.MaxOffset;
+ if (mouseActualRelativePos.Length() > component.MaxOffset)
+ {
+ mouseActualRelativePos = mouseActualRelativePos.Normalized() * component.MaxOffset;
+ }
+
+ component.TargetPosition = mouseActualRelativePos;
+
+ //Makes the view not jump immediately when moving the cursor fast.
+ if (component.CurrentPosition != component.TargetPosition)
+ {
+ Vector2 vectorOffset = component.TargetPosition - component.CurrentPosition;
+ if (vectorOffset.Length() > component.OffsetSpeed)
+ {
+ vectorOffset = vectorOffset.Normalized() * component.OffsetSpeed;
+ }
+ component.CurrentPosition += vectorOffset;
+ }
+ }
+ return component.CurrentPosition;
+ }
+}
diff --git a/Content.Client/Wieldable/WieldableSystem.cs b/Content.Client/Wieldable/WieldableSystem.cs
new file mode 100644
index 0000000000..2de837923c
--- /dev/null
+++ b/Content.Client/Wieldable/WieldableSystem.cs
@@ -0,0 +1,49 @@
+using System.Numerics;
+using Content.Client.Movement.Components;
+using Content.Client.Movement.Systems;
+using Content.Shared.Camera;
+using Content.Shared.Hands;
+using Content.Shared.Movement.Components;
+using Content.Shared.Wieldable;
+using Content.Shared.Wieldable.Components;
+using Robust.Client.Timing;
+
+namespace Content.Client.Wieldable;
+
+public sealed class WieldableSystem : SharedWieldableSystem
+{
+ [Dependency] private readonly EyeCursorOffsetSystem _eyeOffset = default!;
+ [Dependency] private readonly IClientGameTiming _gameTiming = default!;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent(OnEyeOffsetUnwielded);
+ SubscribeLocalEvent>(OnGetEyeOffset);
+ }
+
+ public void OnEyeOffsetUnwielded(Entity entity, ref ItemUnwieldedEvent args)
+ {
+ if (!TryComp(entity.Owner, out EyeCursorOffsetComponent? cursorOffsetComp))
+ return;
+
+ if (_gameTiming.IsFirstTimePredicted)
+ cursorOffsetComp.CurrentPosition = Vector2.Zero;
+ }
+
+ public void OnGetEyeOffset(Entity entity, ref HeldRelayedEvent args)
+ {
+ if (!TryComp(entity.Owner, out WieldableComponent? wieldableComp))
+ return;
+
+ if (!wieldableComp.Wielded)
+ return;
+
+ var offset = _eyeOffset.OffsetAfterMouse(entity.Owner, null);
+ if (offset == null)
+ return;
+
+ args.Args.Offset += offset.Value;
+ }
+}
diff --git a/Content.Server/Movement/Components/EyeCursorOffsetComponent.cs b/Content.Server/Movement/Components/EyeCursorOffsetComponent.cs
new file mode 100644
index 0000000000..b3809fe794
--- /dev/null
+++ b/Content.Server/Movement/Components/EyeCursorOffsetComponent.cs
@@ -0,0 +1,12 @@
+using System.Numerics;
+using Content.Shared.Movement.Components;
+using Content.Shared.Movement.Systems;
+using Robust.Shared.GameStates;
+
+namespace Content.Server.Movement.Components;
+
+[RegisterComponent]
+public sealed partial class EyeCursorOffsetComponent : SharedEyeCursorOffsetComponent
+{
+
+}
diff --git a/Content.Server/Wieldable/WieldableSystem.cs b/Content.Server/Wieldable/WieldableSystem.cs
new file mode 100644
index 0000000000..35f75276a8
--- /dev/null
+++ b/Content.Server/Wieldable/WieldableSystem.cs
@@ -0,0 +1,45 @@
+using Content.Server.Movement.Components;
+using Content.Server.Movement.Systems;
+using Content.Shared.Camera;
+using Content.Shared.Hands;
+using Content.Shared.Movement.Components;
+using Content.Shared.Wieldable;
+using Content.Shared.Wieldable.Components;
+
+namespace Content.Server.Wieldable;
+
+public sealed class WieldableSystem : SharedWieldableSystem
+{
+ [Dependency] private readonly ContentEyeSystem _eye = default!;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent(OnEyeOffsetUnwielded);
+ SubscribeLocalEvent(OnEyeOffsetWielded);
+ SubscribeLocalEvent>(OnGetEyePvsScale);
+ }
+
+ private void OnEyeOffsetUnwielded(Entity entity, ref ItemUnwieldedEvent args)
+ {
+ _eye.UpdatePvsScale(args.User);
+ }
+
+ private void OnEyeOffsetWielded(Entity entity, ref ItemWieldedEvent args)
+ {
+ _eye.UpdatePvsScale(args.User);
+ }
+
+ private void OnGetEyePvsScale(Entity entity,
+ ref HeldRelayedEvent args)
+ {
+ if (!TryComp(entity, out EyeCursorOffsetComponent? eyeCursorOffset) || !TryComp(entity.Owner, out WieldableComponent? wieldableComp))
+ return;
+
+ if (!wieldableComp.Wielded)
+ return;
+
+ args.Args.Scale += eyeCursorOffset.PvsIncrease;
+ }
+}
diff --git a/Content.Shared/Camera/GetEyeOffsetEvent.cs b/Content.Shared/Camera/GetEyeOffsetEvent.cs
index de9c7c9e17..0e3c00110a 100644
--- a/Content.Shared/Camera/GetEyeOffsetEvent.cs
+++ b/Content.Shared/Camera/GetEyeOffsetEvent.cs
@@ -1,4 +1,5 @@
using System.Numerics;
+using Content.Shared.Inventory;
using Content.Shared.Movement.Systems;
namespace Content.Shared.Camera;
@@ -17,3 +18,15 @@ namespace Content.Shared.Camera;
///
[ByRefEvent]
public record struct GetEyeOffsetEvent(Vector2 Offset);
+
+///
+/// Raised on any equipped and in-hand items that may modify the eye offset.
+/// Pockets and suitstorage are excluded.
+///
+[ByRefEvent]
+public sealed class GetEyeOffsetRelayedEvent : EntityEventArgs, IInventoryRelayEvent
+{
+ public SlotFlags TargetSlots { get; } = ~(SlotFlags.POCKET & SlotFlags.SUITSTORAGE);
+
+ public Vector2 Offset;
+}
diff --git a/Content.Shared/Camera/GetEyePvsScaleEvent.cs b/Content.Shared/Camera/GetEyePvsScaleEvent.cs
new file mode 100644
index 0000000000..482b755db8
--- /dev/null
+++ b/Content.Shared/Camera/GetEyePvsScaleEvent.cs
@@ -0,0 +1,33 @@
+using System.Numerics;
+using Content.Shared.Inventory;
+using Content.Shared.Movement.Systems;
+
+namespace Content.Shared.Camera;
+
+///
+/// Raised directed by-ref when is called.
+/// Should be subscribed to by any systems that want to modify an entity's eye PVS scale,
+/// so that they do not override each other. Keep in mind that this should be done serverside;
+/// the client may set a new PVS scale, but the server won't provide the data if it isn't done on the server.
+///
+///
+/// The total scale to apply.
+///
+///
+/// Note that in most cases should be incremented or decremented by subscribers, not set.
+/// Otherwise, any offsets applied by previous subscribing systems will be overridden.
+///
+[ByRefEvent]
+public record struct GetEyePvsScaleEvent(float Scale);
+
+///
+/// Raised on any equipped and in-hand items that may modify the eye offset.
+/// Pockets and suitstorage are excluded.
+///
+[ByRefEvent]
+public sealed class GetEyePvsScaleRelayedEvent : EntityEventArgs, IInventoryRelayEvent
+{
+ public SlotFlags TargetSlots { get; } = ~(SlotFlags.POCKET & SlotFlags.SUITSTORAGE);
+
+ public float Scale;
+}
diff --git a/Content.Shared/Camera/SharedCameraRecoilSystem.cs b/Content.Shared/Camera/SharedCameraRecoilSystem.cs
index a2ce0e77e2..a497016c46 100644
--- a/Content.Shared/Camera/SharedCameraRecoilSystem.cs
+++ b/Content.Shared/Camera/SharedCameraRecoilSystem.cs
@@ -1,4 +1,6 @@
using System.Numerics;
+using Content.Shared.Movement.Components;
+using Content.Shared.Movement.Systems;
using JetBrains.Annotations;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
@@ -28,7 +30,7 @@ public abstract class SharedCameraRecoilSystem : EntitySystem
///
protected const float KickMagnitudeMax = 1f;
- [Dependency] private readonly SharedEyeSystem _eye = default!;
+ [Dependency] private readonly SharedContentEyeSystem _eye = default!;
[Dependency] private readonly INetManager _net = default!;
public override void Initialize()
@@ -81,9 +83,7 @@ public abstract class SharedCameraRecoilSystem : EntitySystem
continue;
recoil.LastKick = recoil.CurrentKick;
- var ev = new GetEyeOffsetEvent();
- RaiseLocalEvent(uid, ref ev);
- _eye.SetOffset(uid, ev.Offset, eye);
+ _eye.UpdateEyeOffset((uid, eye));
}
}
diff --git a/Content.Shared/Hands/EntitySystems/SharedHandsSystem.Relay.cs b/Content.Shared/Hands/EntitySystems/SharedHandsSystem.Relay.cs
index 9e8e0fa744..a0e02cf2e1 100644
--- a/Content.Shared/Hands/EntitySystems/SharedHandsSystem.Relay.cs
+++ b/Content.Shared/Hands/EntitySystems/SharedHandsSystem.Relay.cs
@@ -1,3 +1,4 @@
+using Content.Shared.Camera;
using Content.Shared.Hands.Components;
using Content.Shared.Movement.Systems;
@@ -7,6 +8,8 @@ public abstract partial class SharedHandsSystem
{
private void InitializeRelay()
{
+ SubscribeLocalEvent(RelayEvent);
+ SubscribeLocalEvent(RelayEvent);
SubscribeLocalEvent(RelayEvent);
}
diff --git a/Content.Shared/Movement/Components/CursorOffsetRequiresWieldComponent.cs b/Content.Shared/Movement/Components/CursorOffsetRequiresWieldComponent.cs
new file mode 100644
index 0000000000..3f5a12874b
--- /dev/null
+++ b/Content.Shared/Movement/Components/CursorOffsetRequiresWieldComponent.cs
@@ -0,0 +1,13 @@
+using Content.Shared.Wieldable;
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Movement.Components;
+
+///
+/// Indicates that this item requires wielding for the cursor offset effect to be active.
+///
+[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem))]
+public sealed partial class CursorOffsetRequiresWieldComponent : Component
+{
+
+}
diff --git a/Content.Shared/Movement/Components/EyeCursorOffsetComponent.cs b/Content.Shared/Movement/Components/EyeCursorOffsetComponent.cs
new file mode 100644
index 0000000000..e0884222f2
--- /dev/null
+++ b/Content.Shared/Movement/Components/EyeCursorOffsetComponent.cs
@@ -0,0 +1,32 @@
+using System.Numerics;
+using Content.Shared.Movement.Systems;
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Movement.Components;
+
+///
+/// Displaces SS14 eye data when given to an entity.
+///
+[ComponentProtoName("EyeCursorOffset"), NetworkedComponent]
+public abstract partial class SharedEyeCursorOffsetComponent : Component
+{
+ ///
+ /// The amount the view will be displaced when the cursor is positioned at/beyond the max offset distance.
+ /// Measured in tiles.
+ ///
+ [DataField]
+ public float MaxOffset = 3f;
+
+ ///
+ /// The speed which the camera adjusts to new positions. 0.5f seems like a good value, but can be changed if you want very slow/instant adjustments.
+ ///
+ [DataField]
+ public float OffsetSpeed = 0.5f;
+
+ ///
+ /// The amount the PVS should increase to account for the max offset.
+ /// Should be 1/10 of MaxOffset most of the time.
+ ///
+ [DataField]
+ public float PvsIncrease = 0.3f;
+}
diff --git a/Content.Shared/Movement/Systems/SharedContentEyeSystem.cs b/Content.Shared/Movement/Systems/SharedContentEyeSystem.cs
index faade44c85..71bc65a79e 100644
--- a/Content.Shared/Movement/Systems/SharedContentEyeSystem.cs
+++ b/Content.Shared/Movement/Systems/SharedContentEyeSystem.cs
@@ -140,11 +140,29 @@ public abstract class SharedContentEyeSystem : EntitySystem
Dirty(uid, component);
}
- public void UpdateEyeOffset(Entity eye)
+ public void UpdateEyeOffset(Entity eye)
{
var ev = new GetEyeOffsetEvent();
RaiseLocalEvent(eye, ref ev);
- _eye.SetOffset(eye, ev.Offset, eye);
+
+ var evRelayed = new GetEyeOffsetRelayedEvent();
+ RaiseLocalEvent(eye, ref evRelayed);
+
+ _eye.SetOffset(eye, ev.Offset + evRelayed.Offset, eye);
+ }
+
+ public void UpdatePvsScale(EntityUid uid, ContentEyeComponent? contentEye = null, EyeComponent? eye = null)
+ {
+ if (!Resolve(uid, ref contentEye) || !Resolve(uid, ref eye))
+ return;
+
+ var ev = new GetEyePvsScaleEvent();
+ RaiseLocalEvent(uid, ref ev);
+
+ var evRelayed = new GetEyePvsScaleRelayedEvent();
+ RaiseLocalEvent(uid, ref evRelayed);
+
+ _eye.SetPvsScale((uid, eye), 1 + ev.Scale + evRelayed.Scale);
}
///
diff --git a/Content.Shared/Weapons/Melee/Components/MeleeRequiresWieldComponent.cs b/Content.Shared/Weapons/Melee/Components/MeleeRequiresWieldComponent.cs
index b322bbe51b..ffa78ba42a 100644
--- a/Content.Shared/Weapons/Melee/Components/MeleeRequiresWieldComponent.cs
+++ b/Content.Shared/Weapons/Melee/Components/MeleeRequiresWieldComponent.cs
@@ -6,7 +6,7 @@ namespace Content.Shared.Weapons.Melee.Components;
///
/// Indicates that this meleeweapon requires wielding to be useable.
///
-[RegisterComponent, NetworkedComponent, Access(typeof(WieldableSystem))]
+[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem))]
public sealed partial class MeleeRequiresWieldComponent : Component
{
diff --git a/Content.Shared/Weapons/Ranged/Components/GunRequiresWieldComponent.cs b/Content.Shared/Weapons/Ranged/Components/GunRequiresWieldComponent.cs
index 2016459b9d..d5016c90e7 100644
--- a/Content.Shared/Weapons/Ranged/Components/GunRequiresWieldComponent.cs
+++ b/Content.Shared/Weapons/Ranged/Components/GunRequiresWieldComponent.cs
@@ -7,7 +7,7 @@ namespace Content.Shared.Weapons.Ranged.Components;
/// Indicates that this gun requires wielding to be useable.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
-[Access(typeof(WieldableSystem))]
+[Access(typeof(SharedWieldableSystem))]
public sealed partial class GunRequiresWieldComponent : Component
{
[DataField, AutoNetworkedField]
diff --git a/Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs b/Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs
index 522319ccbd..bd2e9d4dd1 100644
--- a/Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs
+++ b/Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs
@@ -6,7 +6,7 @@ namespace Content.Shared.Weapons.Ranged.Components;
///
/// Applies an accuracy bonus upon wielding.
///
-[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(WieldableSystem))]
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedWieldableSystem))]
public sealed partial class GunWieldBonusComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("minAngle"), AutoNetworkedField]
diff --git a/Content.Shared/Wieldable/Components/IncreaseDamageOnWieldComponent.cs b/Content.Shared/Wieldable/Components/IncreaseDamageOnWieldComponent.cs
index 3336923b02..86afe1897b 100644
--- a/Content.Shared/Wieldable/Components/IncreaseDamageOnWieldComponent.cs
+++ b/Content.Shared/Wieldable/Components/IncreaseDamageOnWieldComponent.cs
@@ -2,7 +2,7 @@ using Content.Shared.Damage;
namespace Content.Shared.Wieldable.Components;
-[RegisterComponent, Access(typeof(WieldableSystem))]
+[RegisterComponent, Access(typeof(SharedWieldableSystem))]
public sealed partial class IncreaseDamageOnWieldComponent : Component
{
[DataField("damage", required: true)]
diff --git a/Content.Shared/Wieldable/Components/WieldableComponent.cs b/Content.Shared/Wieldable/Components/WieldableComponent.cs
index 5dc6abbbbe..c146940b7a 100644
--- a/Content.Shared/Wieldable/Components/WieldableComponent.cs
+++ b/Content.Shared/Wieldable/Components/WieldableComponent.cs
@@ -7,7 +7,7 @@ namespace Content.Shared.Wieldable.Components;
///
/// Used for objects that can be wielded in two or more hands,
///
-[RegisterComponent, NetworkedComponent, Access(typeof(WieldableSystem)), AutoGenerateComponentState]
+[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem)), AutoGenerateComponentState]
public sealed partial class WieldableComponent : Component
{
[DataField("wieldSound")]
diff --git a/Content.Shared/Wieldable/WieldableSystem.cs b/Content.Shared/Wieldable/SharedWieldableSystem.cs
similarity index 99%
rename from Content.Shared/Wieldable/WieldableSystem.cs
rename to Content.Shared/Wieldable/SharedWieldableSystem.cs
index 200a50d28f..24c63c5f2f 100644
--- a/Content.Shared/Wieldable/WieldableSystem.cs
+++ b/Content.Shared/Wieldable/SharedWieldableSystem.cs
@@ -1,4 +1,5 @@
using System.Linq;
+using Content.Shared.Camera;
using Content.Shared.Examine;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
@@ -7,6 +8,7 @@ using Content.Shared.IdentityManagement;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Item;
+using Content.Shared.Movement.Components;
using Content.Shared.Popups;
using Content.Shared.Timing;
using Content.Shared.Verbs;
@@ -23,7 +25,7 @@ using Robust.Shared.Timing;
namespace Content.Shared.Wieldable;
-public sealed class WieldableSystem : EntitySystem
+public abstract class SharedWieldableSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _netManager = default!;
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml
index 4ea0061c96..cca3a6f302 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml
@@ -63,6 +63,10 @@
- CartridgeAntiMateriel
capacity: 5
proto: CartridgeAntiMateriel
+ - type: CursorOffsetRequiresWield
+ - type: EyeCursorOffset
+ maxOffset: 3
+ pvsIncrease: 0.3
- type: entity
name: musket