GunRefreshModifiersEvent.cs 699 B

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  1. using Content.Shared.Weapons.Ranged.Components;
  2. using Content.Shared.Weapons.Ranged.Systems;
  3. using Robust.Shared.Audio;
  4. namespace Content.Shared.Weapons.Ranged.Events;
  5. /// <summary>
  6. /// Raised directed on the gun entity when <see cref="SharedGunSystem.RefreshModifiers"/>
  7. /// is called, to update the values of <see cref="GunComponent"/> from other systems.
  8. /// </summary>
  9. [ByRefEvent]
  10. public record struct GunRefreshModifiersEvent(
  11. Entity<GunComponent> Gun,
  12. SoundSpecifier? SoundGunshot,
  13. float CameraRecoilScalar,
  14. Angle AngleIncrease,
  15. Angle AngleDecay,
  16. Angle MaxAngle,
  17. Angle MinAngle,
  18. int ShotsPerBurst,
  19. float FireRate,
  20. float ProjectileSpeed
  21. );