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* cherry-pick: Screenshake (EphemeralSpace/ephemeral-space#627) * commit your shit at some point maybe * y * who knows * rename? * debugging + shit api * i hope no one fucks my ass * erm * p * replace with shit that makes way more sense * stuff * pretty sure this is just fine * actual fix noise shit * uhhh hmaybe if i feel like it wrong then later * explosion shake * grav shake * gun shake * idk * projectile melee Co-authored-by: DisposableCrewmember42 <disposablecrewmember42@proton.me> * tweak: tune recoil on weapons * docs: add _ES license info to LEGAL.md * fix: screenshake on spawn fix from ss14Starlight/space-station-14#3664 Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com> * feat: add client cvar to disable screenshake * feat: add screenshake toggle to accessibility settings * fix: upmerge compatibility * docs: properly document cvar * docs: add missing import comments --------- Co-authored-by: mirrorcult <mirrorcult@pm.me> Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
37 lines
1.0 KiB
C#
37 lines
1.0 KiB
C#
using System.Numerics;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Holds SS14 eye data not relevant for engine, e.g. lerp targets.
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/// </summary>
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// ES START
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// STOP adding ACCESS to shit for NO REASON
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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// ES END
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public sealed partial class ContentEyeComponent : Component
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{
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/// <summary>
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/// Zoom we're lerping to.
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/// </summary>
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[DataField("targetZoom"), AutoNetworkedField]
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public Vector2 TargetZoom = Vector2.One;
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/// <summary>
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/// How far we're allowed to zoom out.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("maxZoom"), AutoNetworkedField]
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public Vector2 MaxZoom = Vector2.One;
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// ES START
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// uhh fuckk
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/// <summary>
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/// Base rotation of this eye, because of grid movement/turning/etc. Modified by eye lerp.
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/// </summary>
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[DataField]
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public Angle BaseRotation = Angle.Zero;
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// ES END
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}
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