Files
Delta-v/Content.Shared/Movement/Components/ContentEyeComponent.cs
T
9146c59ecf feat: Fancy Screenshake from Ephemeral Space (#5503)
* 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>
2026-05-15 23:32:40 +02:00

37 lines
1.0 KiB
C#

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