public Vector2 BuckleOffset = Vector2.Zero;
/// <summary>
- /// The angle in degrees to rotate the player by when they get strapped
+ /// The angle to rotate the player by when they get strapped
/// </summary>
[DataField]
[ViewVariables(VVAccess.ReadWrite)]
- public int Rotation;
+ public Angle Rotation;
/// <summary>
/// The size of the strap which is compared against when buckling entities
if (TryComp<AppearanceComponent>(buckleUid, out var appearance))
Appearance.SetData(buckleUid, BuckleVisuals.Buckled, true, appearance);
- _rotationVisuals.SetHorizontalAngle(buckleUid, strapComp.Rotation);
+ _rotationVisuals.SetHorizontalAngle(buckleUid, strapComp.Rotation);
ReAttach(buckleUid, strapUid, buckleComp, strapComp);
SetBuckledTo(buckleUid, strapUid, strapComp, buckleComp);