using Content.Client.Pointing.Components;
using Content.Shared.Pointing;
-using Robust.Client.GameObjects;
using Robust.Client.Animations;
+using Robust.Client.GameObjects;
+using Robust.Client.Graphics;
using Robust.Shared.Animations;
using System.Numerics;
public sealed partial class PointingSystem : SharedPointingSystem
{
+ [Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
+ [Dependency] private readonly TransformSystem _transformSystem = default!;
public void InitializeVisualizer()
{
if (_animationPlayer.HasRunningAnimation(uid, animationKey))
return;
+ startPosition = new Angle(_eyeManager.CurrentEye.Rotation + _transformSystem.GetWorldRotation(uid)).RotateVec(startPosition);
+
var animation = new Animation
{
Length = PointDuration,