Game/Weapon/BaseBulletWeapon/BaseBulletWeapon.cs
public partial class BaseBulletWeapon : BaseWeapon
{
	[Property]
	public SoundEvent ShootSound { get; set; }

	[Property, Group( "Bullet" )]
	public BulletConfiguration Bullet { get; set; } = new()
	{
		Damage = 12f,
		BulletRadius = 1f,
		Range = 4096f,
		AimConeBase = new Vector2( 0.5f, 0.25f ),
		AimConeSpread = new Vector2( 3f, 3f ),
		AimConeRecovery = 0.2f,
		RecoilPitch = new Vector2( -0.3f, -0.1f ),
		RecoilYaw = new Vector2( -0.1f, 0.1f ),
		CameraRecoilStrength = 1f,
		CameraRecoilFrequency = 1f,
	};

	[Property, Group( "Bullet" ), ClientEditable, Range( 0f, 500000f ), Step( 10f )]
	public float ShootForce { get; set; } = 100000f;

	protected TimeSince TimeSinceShoot = 0;

	/// <summary>
	/// Returns 0 for no aim spread, 1 for full aim cone, based on time since last shot.
	/// </summary>
	protected float GetAimConeAmount( float recovery )
	{
		return TimeSinceShoot.Relative.Remap( 0, recovery, 1, 0 );
	}

	/// <summary>
	/// Returns the aim cone amount using the configured recovery time
	/// </summary>
	protected float GetAimConeAmount()
	{
		return GetAimConeAmount( Bullet.AimConeRecovery );
	}

	/// <inheritdoc cref="ShootBullet(float, in BulletConfiguration)"/>
	protected void ShootBullet( float fireRate )
	{
		ShootBullet( fireRate, Bullet );
	}

	/// <summary>
	/// Shoot a bullet out of the front of the gun.
	/// When held by a player, fires from the player's eye with aim cone and recoil.
	/// When standalone (no owner), fires straight from the weapon's muzzle.
	/// </summary>
	protected void ShootBullet( float fireRate, in BulletConfiguration config )
	{
		if ( HasOwner && ( !HasAmmo() || IsReloading() ) )
		{
			TryAutoReload();
			return;
		}

		if ( TimeUntilNextShotAllowed > 0 )
			return;

		// Only consume ammo when held by a player
		if ( HasOwner && !TakeAmmo( 1 ) )
		{
			AddShootDelay( 0.2f );
			return;
		}

		AddShootDelay( fireRate );

		var aimConeAmount = GetAimConeAmount( config.AimConeRecovery );
		var forward = AimRay.Forward
			.WithAimCone(
				config.AimConeBase.x + aimConeAmount * config.AimConeSpread.x,
				config.AimConeBase.y + aimConeAmount * config.AimConeSpread.y
			);
		var traceRay = AimRay with { Forward = forward };

		var tr = Scene.Trace.Ray( traceRay, config.Range )
			.IgnoreGameObjectHierarchy( AimIgnoreRoot )
			.WithCollisionRules( "bullet" )
			.WithoutTags( "playercontroller" )
			.Radius( config.BulletRadius )
			.UseHitboxes()
			.Run();

		ShootEffects( tr.EndPosition, tr.Hit, tr.Normal, tr.GameObject, tr.Surface );
		TraceAttack( TraceAttackInfo.From( tr, config.Damage ) );
		TimeSinceShoot = 0;

		// Recoil only applies when held by a player
		if ( !HasOwner )
		{
			// Simulate physical recoil by pushing the weapon opposite to its fire direction
			if ( ShootForce > 0f && GetComponent<Rigidbody>( true ) is var rb )
			{
				var muzzle = WeaponModel?.MuzzleTransform?.WorldTransform ?? WorldTransform;
				rb.ApplyForce( muzzle.Rotation.Up * ShootForce );
			}
			return;
		}

		Owner.Controller.EyeAngles += new Angles(
			Random.Shared.Float( config.RecoilPitch.x, config.RecoilPitch.y ),
			Random.Shared.Float( config.RecoilYaw.x, config.RecoilYaw.y ),
			0
		);

		if ( !Owner.Controller.ThirdPerson && Owner.IsLocalPlayer )
		{
			_ = new Sandbox.CameraNoise.Recoil( config.CameraRecoilStrength, config.CameraRecoilFrequency );
		}
	}

	[Rpc.Broadcast]
	public void ShootEffects( Vector3 hitpoint, bool hit, Vector3 normal, GameObject hitObject, Surface hitSurface, Vector3? origin = null, bool noEvents = false )
	{
		if ( Application.IsDedicatedServer ) return;
		if ( !hitSurface.IsValid() ) return;

		Owner?.Controller.Renderer.Set( "b_attack", true );

		if ( !noEvents )
		{
			if ( WeaponModel.IsValid() )
			{
				WeaponModel.GameObject.RunEvent<WeaponModel>( x => x.OnAttack() );
				WeaponModel.GameObject.RunEvent<WeaponModel>( x => x.CreateRangedEffects( this, hitpoint, origin ) );
			}

			if ( ShootSound.IsValid() )
			{
				var snd = GameObject.PlaySound( ShootSound );

				// If we're shooting, the sound should not be spatialized
				if ( HasOwner && Owner.IsLocalPlayer && snd.IsValid() )
				{
					snd.SpacialBlend = 0;
				}
			}
		}

		if ( !hit || !hitObject.IsValid() )
			return;

		var baseSurface = hitSurface.GetBaseSurface();
		var bulletSound = hitSurface.SoundCollection.Bullet ?? baseSurface?.SoundCollection.Bullet;
		if ( bulletSound.IsValid() )
		{
			Sound.Play( bulletSound, hitpoint );
		}

		var prefab = hitSurface.PrefabCollection.BulletImpact ?? baseSurface?.PrefabCollection.BulletImpact;

		// Still null?
		if ( prefab is null )
			return;

		var fwd = Rotation.LookAt( normal * -1.0f, Vector3.Random );

		var impact = prefab.Clone();
		impact.WorldPosition = hitpoint;
		impact.WorldRotation = fwd;
		impact.SetParent( hitObject, true );

		if ( hitObject.GetComponentInChildren<SkinnedModelRenderer>() is not { CreateBoneObjects: true } skinned )
			return;

		// find closest bone
		var bones = skinned.GetBoneTransforms( true );

		var closestDist = float.MaxValue;

		for ( var i = 0; i < bones.Length; i++ )
		{
			var bone = bones[i];
			var dist = bone.Position.Distance( hitpoint );
			if ( dist < closestDist )
			{
				closestDist = dist;
				impact.SetParent( skinned.GetBoneObject( i ), true );
			}
		}
	}

	public record struct BulletConfiguration
	{
		public float Damage { get; set; }
		public float BulletRadius { get; set; }
		public Vector2 AimConeBase { get; set; }
		public Vector2 AimConeSpread { get; set; }
		public float AimConeRecovery { get; set; }
		public Vector2 RecoilPitch { get; set; }
		public Vector2 RecoilYaw { get; set; }
		public float CameraRecoilStrength { get; set; }
		public float CameraRecoilFrequency { get; set; }
		public float Range { get; set; }
	}
}