using System.Numerics; using Content.Shared.Movement.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Movement.Components; /// /// Holds SS14 eye data not relevant for engine, e.g. lerp targets. /// // ES START // STOP adding ACCESS to shit for NO REASON [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] // ES END public sealed partial class ContentEyeComponent : Component { /// /// Zoom we're lerping to. /// [DataField("targetZoom"), AutoNetworkedField] public Vector2 TargetZoom = Vector2.One; /// /// How far we're allowed to zoom out. /// [ViewVariables(VVAccess.ReadWrite), DataField("maxZoom"), AutoNetworkedField] public Vector2 MaxZoom = Vector2.One; // ES START // uhh fuckk /// /// Base rotation of this eye, because of grid movement/turning/etc. Modified by eye lerp. /// [DataField] public Angle BaseRotation = Angle.Zero; // ES END }