using Robust.Shared.GameStates;
namespace Content.Shared._RMC14.Wieldable.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(RMCWieldableSystem))]
public sealed partial class WieldableSpeedModifiersComponent : Component
{
// Generic formula: 1 / (1 / SS14_MOVE_SPEED + SS13_MOVE_DELAY / 10) / SS14_MOVE_SPEED
// Since dynamically calculating this isn't practical with how changing movespeed works, the formulae below have the default movement speeds already inserted.
///
/// The base multiplier, which is then altered by attachments and armour movement compensation.
/// Formula for conversion from 13: 1 / (0.4 + SS13_MOVE_DELAY / 10) / 2.5
///
[DataField, AutoNetworkedField]
public float BaseWalk = 1f;
[DataField, AutoNetworkedField]
public float ModifiedWalk = 1f;
///
/// The base multiplier, which is then altered by attachments and armour movement compensation.
/// Formula for conversion from 13: 1 / (0.22 + SS13_MOVE_DELAY / 10) / 4.5
///
[DataField, AutoNetworkedField]
public float BaseSprint = 1f;
[DataField, AutoNetworkedField]
public float ModifiedSprint = 1f;
}