using System.Numerics; using Robust.Shared.GameStates; namespace Content.Shared.Jittering; [Access(typeof(SharedJitteringSystem))] [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class JitteringComponent : Component { [AutoNetworkedField] [ViewVariables(VVAccess.ReadWrite)] public float Amplitude { get; set; } [AutoNetworkedField] [ViewVariables(VVAccess.ReadWrite)] public float Frequency { get; set; } [ViewVariables(VVAccess.ReadWrite)] public Vector2 LastJitter { get; set; } /// /// The offset that an entity had before jittering started, /// so that we can reset it properly. /// [ViewVariables(VVAccess.ReadWrite)] public Vector2 StartOffset = Vector2.Zero; }