using System.Numerics; using Robust.Shared.GameStates; namespace Content.Shared.Clothing.Components; /// /// Defines something as causing waddling when worn. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class WaddleWhenWornComponent : Component { /// /// How high should they hop during the waddle? Higher hop = more energy. /// [DataField, AutoNetworkedField] public Vector2 HopIntensity = new(0, 0.25f); /// /// How far should they rock backward and forward during the waddle? /// Each step will alternate between this being a positive and negative rotation. More rock = more scary. /// [DataField, AutoNetworkedField] public float TumbleIntensity = 20.0f; /// /// How long should a complete step take? Less time = more chaos. /// [DataField, AutoNetworkedField] public float AnimationLength = 0.66f; /// /// How much shorter should the animation be when running? /// [DataField, AutoNetworkedField] public float RunAnimationLengthMultiplier = 0.568f; }