using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Weapons.Ranged.Components;
///
/// Simply provides a certain capacity of entities that cannot be reloaded through normal means and have
/// no special behavior like cycling, magazine
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class BasicEntityAmmoProviderComponent : AmmoProviderComponent
{
[DataField(required: true)]
public EntProtoId Proto = default!;
///
/// Max capacity.
///
[DataField, AutoNetworkedField]
public int? Capacity = null;
///
/// Actual ammo left. Initialized to capacity unless they are non-null and differ.
///
[DataField, AutoNetworkedField]
public int? Count = null;
}