using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Projectiles;
///
/// Spawns a spread of the projectiles when fired
///
[RegisterComponent, NetworkedComponent, Access(typeof(SharedGunSystem))]
public sealed partial class ProjectileSpreadComponent : Component
{
///
/// The entity prototype that will be fired by the rest of the spread.
/// Will generally be the same entity prototype as the first projectile being fired.
/// Needed for ammo components that do not specify a fired prototype, unlike cartridges.
///
[DataField(required: true)]
public EntProtoId Proto;
///
/// How much the ammo spreads when shot, in degrees. Does nothing if count is 0.
///
[DataField]
public Angle Spread = Angle.FromDegrees(5);
///
/// How many prototypes are spawned when shot.
///
[DataField]
public int Count = 1;
}