using Robust.Shared.GameObjects; using Robust.Shared.GameStates; using Robust.Shared.Maths; namespace Content.Shared.Camera; [RegisterComponent] [NetworkedComponent] [ComponentProtoName("CameraRecoil")] public class CameraRecoilComponent : Component { public Vector2 CurrentKick { get; set; } public float LastKickTime { get; set; } /// /// Basically I needed a way to chain this effect for the attack lunge animation. Sorry! /// public Vector2 BaseOffset { get; set; } }