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; }