using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Systems; using Robust.Shared.Audio; namespace Content.Shared.Weapons.Ranged.Events; /// /// Raised directed on the gun entity when /// is called, to update the values of from other systems. /// [ByRefEvent] public record struct GunRefreshModifiersEvent( Entity Gun, SoundSpecifier? SoundGunshot, float CameraRecoilScalar, Angle AngleIncrease, Angle AngleDecay, Angle MaxAngle, Angle MinAngle, int ShotsPerBurst, float FireRate, float ProjectileSpeed );