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* giant protoid cleanup * yml changes * ! --------- Co-authored-by: deltanedas <@deltanedas:goida.zip>
27 lines
864 B
C#
27 lines
864 B
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// Simply provides a certain capacity of entities that cannot be reloaded through normal means and have
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/// no special behavior like cycling, magazine
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class BasicEntityAmmoProviderComponent : AmmoProviderComponent
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{
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[DataField(required: true)]
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public EntProtoId Proto = default!;
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/// <summary>
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/// Max capacity.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int? Capacity = null;
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/// <summary>
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/// Actual ammo left. Initialized to capacity unless they are non-null and differ.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int? Count = null;
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}
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