* WieldRecoilComponents * WieldRecoilComponents * Update Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com> * Update Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs --------- Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
37 lines
1.3 KiB
C#
37 lines
1.3 KiB
C#
using Content.Shared.Wieldable;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// Applies an accuracy bonus upon wielding.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(WieldableSystem))]
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public sealed partial class GunWieldBonusComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("minAngle"), AutoNetworkedField]
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public Angle MinAngle = Angle.FromDegrees(-43);
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/// <summary>
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/// Angle bonus applied upon being wielded.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("maxAngle"), AutoNetworkedField]
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public Angle MaxAngle = Angle.FromDegrees(-43);
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/// <summary>
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/// Recoil bonuses applied upon being wielded.
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/// Higher angle decay bonus, quicker recovery.
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/// Lower angle increase bonus (negative numbers), slower buildup.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Angle AngleDecay = Angle.FromDegrees(0);
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/// <summary>
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/// Recoil bonuses applied upon being wielded.
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/// Higher angle decay bonus, quicker recovery.
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/// Lower angle increase bonus (negative numbers), slower buildup.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Angle AngleIncrease = Angle.FromDegrees(0);
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}
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