using System.Numerics; using Content.Shared.Camera; using Content.Shared.CCVar; using Robust.Shared.Configuration; namespace Content.Client.Camera; public sealed class CameraRecoilSystem : SharedCameraRecoilSystem { [Dependency] private readonly IConfigurationManager _configManager = default!; protected float Intensity; public override void Initialize() { base.Initialize(); SubscribeNetworkEvent(OnCameraKick); _configManager.OnValueChanged(CCVars.ScreenShakeIntensity, OnCvarChanged, true); } public override void Shutdown() { base.Shutdown(); _configManager.UnsubValueChanged(CCVars.ScreenShakeIntensity, OnCvarChanged); } private void OnCvarChanged(float value) { Intensity = value; } private void OnCameraKick(CameraKickEvent ev) { KickCamera(GetEntity(ev.NetEntity), ev.Recoil); } public override void KickCamera(EntityUid uid, Vector2 recoil, CameraRecoilComponent? component = null) { if (Intensity == 0) return; if (!Resolve(uid, ref component, false)) return; recoil *= Intensity; // Use really bad math to "dampen" kicks when we're already kicked. var existing = component.CurrentKick.Length(); var dampen = existing / KickMagnitudeMax; component.CurrentKick += recoil * (1 - dampen); if (component.CurrentKick.Length() > KickMagnitudeMax) component.CurrentKick = component.CurrentKick.Normalized() * KickMagnitudeMax; component.LastKickTime = 0; } }