Files
Delta-v/Content.Shared/_ES/Camera/ESGetEyeRotationEvent.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

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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

16 lines
580 B
C#

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