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; }