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- using System.Numerics;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Jittering;
- [Access(typeof(SharedJitteringSystem))]
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class JitteringComponent : Component
- {
- [AutoNetworkedField]
- [ViewVariables(VVAccess.ReadWrite)]
- public float Amplitude { get; set; }
- [AutoNetworkedField]
- [ViewVariables(VVAccess.ReadWrite)]
- public float Frequency { get; set; }
- [ViewVariables(VVAccess.ReadWrite)]
- public Vector2 LastJitter { get; set; }
- /// <summary>
- /// The offset that an entity had before jittering started,
- /// so that we can reset it properly.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- public Vector2 StartOffset = Vector2.Zero;
- }
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