using System.Numerics; using Content.Shared.Movement.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Movement.Components; /// /// Displaces SS14 eye data when given to an entity. /// [ComponentProtoName("EyeCursorOffset"), NetworkedComponent] public abstract partial class SharedEyeCursorOffsetComponent : Component { /// /// The amount the view will be displaced when the cursor is positioned at/beyond the max offset distance. /// Measured in tiles. /// [DataField] public float MaxOffset = 3f; /// /// The speed which the camera adjusts to new positions. 0.5f seems like a good value, but can be changed if you want very slow/instant adjustments. /// [DataField] public float OffsetSpeed = 0.5f; /// /// The amount the PVS should increase to account for the max offset. /// Should be 1/10 of MaxOffset most of the time. /// [DataField] public float PvsIncrease = 0.3f; }