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
}