using Robust.Shared.GameStates;
namespace Content.Shared._DV.Weapons.Ranged.Components;
///
/// Alters the accuracy of attached entity's held or wielded guns via
/// .
///
[RegisterComponent, NetworkedComponent]
public sealed partial class PlayerAccuracyModifierComponent : Component
{
///
/// Multiplies the Min/Max angles of a gun by this amount.
///
[DataField]
public float SpreadMultiplier = 15f;
///
/// Maximum angle, in degrees, an entity can shoot between.
/// After the SpreadMultiplier is applied, this clamp can stop the entity
/// from shooting behind themselves.
///
[DataField]
public float MaxSpreadAngle = 180f;
}