/// The base value for how fast the projectile moves.
/// </summary>
[DataField]
- public float ProjectileSpeed = 25f;
+ public float ProjectileSpeed = SharedGunSystem.ProjectileSpeed;
/// <summary>
/// How fast the projectile moves.
[Dependency] private readonly UseDelaySystem _useDelay = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
+ /// <summary>
+ /// Default projectile speed
+ /// </summary>
+ public const float ProjectileSpeed = 40f;
+
private static readonly ProtoId<TagPrototype> TrashTag = "Trash";
private const float InteractNextFire = 0.3f;
EntityUid? user = null,
bool throwItems = false);
- public void ShootProjectile(EntityUid uid, Vector2 direction, Vector2 gunVelocity, EntityUid? gunUid, EntityUid? user = null, float speed = 20f)
+ public void ShootProjectile(EntityUid uid, Vector2 direction, Vector2 gunVelocity, EntityUid? gunUid, EntityUid? user = null, float speed = ProjectileSpeed)
{
var physics = EnsureComp<PhysicsComponent>(uid);
Physics.SetBodyStatus(uid, physics, BodyStatus.InAir);