using Robust.Shared.GameStates;
namespace Content.Shared.Throwing;
///
/// When thrown applies a specific angle to the thrown entity.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ThrowingAngleComponent : Component
{
///
/// Do we apply throwing spin to the entity.
///
[ViewVariables(VVAccess.ReadWrite), DataField("angularVelocity"), AutoNetworkedField]
public bool AngularVelocity;
[ViewVariables(VVAccess.ReadWrite), DataField("angle"), AutoNetworkedField]
public Angle Angle;
}