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