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;
}