using Robust.Shared.GameStates; namespace Content.Shared.Weapons.Melee.Components; [RegisterComponent, NetworkedComponent, Access(typeof(SharedMeleeWeaponSystem))] public sealed partial class BonusMeleeAttackRateComponent : Component { /// /// The value added onto the attack rate of a melee weapon /// [DataField("flatModifier"), ViewVariables(VVAccess.ReadWrite)] public float FlatModifier; /// /// A value that is multiplied by the attack rate of a melee weapon /// [DataField("multiplier"), ViewVariables(VVAccess.ReadWrite)] public float Multiplier = 1; /// /// A value that is added on to a weapon's heavy windup time. /// [DataField("heavyWindupFlatModifier"), ViewVariables(VVAccess.ReadWrite)] public float HeavyWindupFlatModifier; /// /// A value that is multiplied by a weapon's heavy windup time /// [DataField("heavyWindupMultiplier"), ViewVariables(VVAccess.ReadWrite)] public float HeavyWindupMultiplier = 1; }