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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>
16 lines
580 B
C#
16 lines
580 B
C#
using Content.Shared.Camera;
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using Content.Shared.Movement.Systems;
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namespace Content.Shared._ES.Camera;
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/// <summary>
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/// Raised directed by-ref when <see cref="SharedContentEyeSystem.UpdateEyeRotation"/> is called.
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/// Should be subscribed to by any systems that want to modify an entity's eye rotation,
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/// so that they do not override each other.
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/// </summary>
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/// <remarks>
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/// Counterpart of <see cref="GetEyeOffsetEvent"/>, but for rotation, to use for screenshake.
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/// </remarks>
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[ByRefEvent]
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public record struct ESGetEyeRotationEvent(Angle Rotation);
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