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