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
);