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- using Content.Shared.Wieldable;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Weapons.Ranged.Components;
- /// <summary>
- /// Applies an accuracy bonus upon wielding.
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedWieldableSystem))]
- public sealed partial class GunWieldBonusComponent : Component
- {
- [ViewVariables(VVAccess.ReadWrite), DataField("minAngle"), AutoNetworkedField]
- public Angle MinAngle = Angle.FromDegrees(-43);
- /// <summary>
- /// Angle bonus applied upon being wielded.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField("maxAngle"), AutoNetworkedField]
- public Angle MaxAngle = Angle.FromDegrees(-43);
- /// <summary>
- /// Recoil bonuses applied upon being wielded.
- /// Higher angle decay bonus, quicker recovery.
- /// Lower angle increase bonus (negative numbers), slower buildup.
- /// </summary>
- [DataField, AutoNetworkedField]
- public Angle AngleDecay = Angle.FromDegrees(0);
- /// <summary>
- /// Recoil bonuses applied upon being wielded.
- /// Higher angle decay bonus, quicker recovery.
- /// Lower angle increase bonus (negative numbers), slower buildup.
- /// </summary>
- [DataField, AutoNetworkedField]
- public Angle AngleIncrease = Angle.FromDegrees(0);
- [DataField]
- public LocId? WieldBonusExamineMessage = "gunwieldbonus-component-examine";
- }
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