diff --git a/Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs b/Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs index 58c5fec2d8..ce96639e3c 100644 --- a/Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs +++ b/Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs @@ -17,4 +17,20 @@ public sealed partial class GunWieldBonusComponent : Component /// [ViewVariables(VVAccess.ReadWrite), DataField("maxAngle"), AutoNetworkedField] public Angle MaxAngle = Angle.FromDegrees(-43); + + /// + /// Recoil bonuses applied upon being wielded. + /// Higher angle decay bonus, quicker recovery. + /// Lower angle increase bonus (negative numbers), slower buildup. + /// + [DataField, AutoNetworkedField] + public Angle AngleDecay = Angle.FromDegrees(0); + + /// + /// Recoil bonuses applied upon being wielded. + /// Higher angle decay bonus, quicker recovery. + /// Lower angle increase bonus (negative numbers), slower buildup. + /// + [DataField, AutoNetworkedField] + public Angle AngleIncrease = Angle.FromDegrees(0); } diff --git a/Content.Shared/Wieldable/WieldableSystem.cs b/Content.Shared/Wieldable/WieldableSystem.cs index 2baed19ef8..6bd406c1ca 100644 --- a/Content.Shared/Wieldable/WieldableSystem.cs +++ b/Content.Shared/Wieldable/WieldableSystem.cs @@ -90,6 +90,8 @@ public sealed class WieldableSystem : EntitySystem { args.MinAngle += bonus.Comp.MinAngle; args.MaxAngle += bonus.Comp.MaxAngle; + args.AngleDecay += bonus.Comp.AngleDecay; + args.AngleIncrease += bonus.Comp.AngleIncrease; } }