using Robust.Shared.GameStates;
namespace Content.Shared._RMC14.Wieldable;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(RMCWieldableSystem))]
public sealed partial class WieldSlowdownCompensationComponent : Component
{
// The generic conversion formula from move delay to additive speed multiplier is as follows: 1 / (1 / SS14_SPEED + SS13_MOVE_DELAY / 10) / SS14_SPEED - 1
// The formulae below already have the default human speeds inserted. Use them when converting from SS13.
///
/// This is the amount by which the additive speed multiplier from wielded items is changed. This one applies to walking speed.
/// Converting to an additive multiplier from SS13 move delay: 1 / (0.4 + SS13_MOVE_DELAY / 10) / 2.5 - 1
/// Since this is supposed to increase speed, take the negative of the result.
///
[DataField, AutoNetworkedField]
public float Walk = 0f;
///
/// This is the amount by which the additive speed multiplier from wielded items is changed. This one applies to sprinting speed.
/// Converting to an additive multiplier from SS13 move delay: 1 / (0.22 + SS13_MOVE_DELAY / 10) / 4.5 - 1
/// Since this is supposed to increase speed, take the negative of the result.
///
[DataField, AutoNetworkedField]
public float Sprint = 0f;
}