# Sandbox.CameraComponent.AddPunch

## Overload 1

```csharp
BaseEffect AddPunch(Vector3 direction, float amplitude, float frequency = 1, float duration = 0.3, float fovAmplitude = 0)
```

Punch this camera along a camera-local direction, oscillating and dying out -
[Vector3.Up](/api/Vector3/Up) bounces the view upward, `frequency` is how many
oscillations before it lapses.

### Parameters

- `direction` (`Vector3`)
- `amplitude` (`float`)
- `frequency` (`float`), default `1`
- `duration` (`float`), default `0.3`
- `fovAmplitude` (`float`), default `0`

### Returns

`BaseEffect`

## Overload 2

```csharp
BaseEffect AddPunch(Angles angles, float frequency = 1, float duration = 0.3, float fovAmplitude = 0)
```

Punch this camera's view angles - it kicks to `angles` and bounces back,
oscillating `frequency` times before it lapses. Melee swings, landings,
launches. Render-only - the player's aim never moves.

### Parameters

- `angles` (`Angles`)
- `frequency` (`float`), default `1`
- `duration` (`float`), default `0.3`
- `fovAmplitude` (`float`), default `0`

### Returns

`BaseEffect`

Declared in [Sandbox.CameraComponent](/api/Sandbox.CameraComponent).
Assembly: `Sandbox.Engine`.
