--- /dev/null
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Weapons.Ranged.Components;
+
+/// <summary>
+/// This component modifies the spread of the gun it is attached to.
+/// </summary>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+public sealed partial class GunSpreadModifierComponent: Component
+{
+ /// <summary>
+ /// A scalar value multiplied by the spread built into the ammo itself.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public float Spread = 1;
+}
--- /dev/null
+using Content.Shared.Examine;
+using Content.Shared.Weapons.Ranged.Components;
+using Content.Shared.Weapons.Ranged.Events;
+
+namespace Content.Shared.Weapons.Ranged.Systems;
+
+
+public sealed class GunSpreadModifierSystem: EntitySystem
+{
+ public override void Initialize()
+ {
+ base.Initialize();
+ SubscribeLocalEvent<GunSpreadModifierComponent, GunGetAmmoSpreadEvent>(OnGunGetAmmoSpread);
+ SubscribeLocalEvent<GunSpreadModifierComponent, ExaminedEvent>(OnExamine);
+ }
+
+ private void OnGunGetAmmoSpread(EntityUid uid, GunSpreadModifierComponent comp, ref GunGetAmmoSpreadEvent args)
+ {
+ args.Spread *= comp.Spread;
+ }
+
+ private void OnExamine(EntityUid uid, GunSpreadModifierComponent comp, ExaminedEvent args)
+ {
+ var percentage = Math.Round(comp.Spread * 100);
+ var loc = percentage < 100 ? "examine-gun-spread-modifier-reduction" : "examine-gun-spread-modifier-increase";
+ percentage = percentage < 100 ? 100 - percentage : percentage - 100;
+ var msg = Loc.GetString(loc, ("percentage", percentage));
+ args.PushMarkup(msg);
+ }
+}
gun-revolver-spin = Spin revolver
gun-revolver-spun = Spun
gun-speedloader-empty = Speedloader empty
+
+# GunSpreadModifier
+examine-gun-spread-modifier-reduction = The spread has been reduced by [color=yellow]{$percentage}%[/color].
+examine-gun-spread-modifier-increase = The spread has been increased by [color=yellow]{$percentage}%[/color].