Wield recoil components (#26915)
* WieldRecoilComponents * WieldRecoilComponents * Update Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com> * Update Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs --------- Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -17,4 +17,20 @@ public sealed partial class GunWieldBonusComponent : Component
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("maxAngle"), AutoNetworkedField]
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public Angle MaxAngle = Angle.FromDegrees(-43);
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/// <summary>
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/// Recoil bonuses applied upon being wielded.
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/// Higher angle decay bonus, quicker recovery.
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/// Lower angle increase bonus (negative numbers), slower buildup.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Angle AngleDecay = Angle.FromDegrees(0);
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/// <summary>
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/// Recoil bonuses applied upon being wielded.
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/// Higher angle decay bonus, quicker recovery.
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/// Lower angle increase bonus (negative numbers), slower buildup.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Angle AngleIncrease = Angle.FromDegrees(0);
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}
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@@ -90,6 +90,8 @@ public sealed class WieldableSystem : EntitySystem
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{
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args.MinAngle += bonus.Comp.MinAngle;
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args.MaxAngle += bonus.Comp.MaxAngle;
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args.AngleDecay += bonus.Comp.AngleDecay;
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args.AngleIncrease += bonus.Comp.AngleIncrease;
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}
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}
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