# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
482 lines
16 KiB
C#
482 lines
16 KiB
C#
using Content.Shared.Interaction;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using System;
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using System.Linq;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Wieldable;
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using Content.Shared.Wieldable.Components;
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using JetBrains.Annotations;
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using Content.Shared._Starlight.Weapon.Components;
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namespace Content.Shared.Weapons.Ranged.Systems;
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public partial class SharedGunSystem
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{
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protected const string RevolverContainer = "revolver-ammo";
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protected virtual void InitializeRevolver()
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{
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SubscribeLocalEvent<RevolverAmmoProviderComponent, ComponentGetState>(OnRevolverGetState);
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SubscribeLocalEvent<RevolverAmmoProviderComponent, ComponentHandleState>(OnRevolverHandleState);
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SubscribeLocalEvent<RevolverAmmoProviderComponent, ComponentInit>(OnRevolverInit);
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SubscribeLocalEvent<RevolverAmmoProviderComponent, TakeAmmoEvent>(OnRevolverTakeAmmo);
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SubscribeLocalEvent<RevolverAmmoProviderComponent, GetVerbsEvent<AlternativeVerb>>(OnRevolverVerbs);
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SubscribeLocalEvent<RevolverAmmoProviderComponent, InteractUsingEvent>(OnRevolverInteractUsing);
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SubscribeLocalEvent<RevolverAmmoProviderComponent, GetAmmoCountEvent>(OnRevolverGetAmmoCount);
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SubscribeLocalEvent<RevolverAmmoProviderComponent, UseInHandEvent>(OnRevolverUse);
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}
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private void OnRevolverUse(EntityUid uid, RevolverAmmoProviderComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if (!_useDelay.TryResetDelay(uid))
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return;
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args.Handled = true;
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Cycle(component);
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UpdateAmmoCount(uid, prediction: false);
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Dirty(uid, component);
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}
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private void OnRevolverGetAmmoCount(EntityUid uid, RevolverAmmoProviderComponent component, ref GetAmmoCountEvent args)
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{
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args.Count += GetRevolverCount(component);
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args.Capacity += component.Capacity;
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}
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private void OnRevolverInteractUsing(EntityUid uid, RevolverAmmoProviderComponent component, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (TryRevolverInsert(uid, component, args.Used, args.User))
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args.Handled = true;
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}
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private void OnRevolverGetState(EntityUid uid, RevolverAmmoProviderComponent component, ref ComponentGetState args)
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{
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args.State = new RevolverAmmoProviderComponentState
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{
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CurrentIndex = component.CurrentIndex,
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AmmoSlots = GetNetEntityList(component.AmmoSlots),
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Chambers = component.Chambers,
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};
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}
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private void OnRevolverHandleState(EntityUid uid, RevolverAmmoProviderComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not RevolverAmmoProviderComponentState state)
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return;
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var oldIndex = component.CurrentIndex;
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component.CurrentIndex = state.CurrentIndex;
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component.Chambers = new bool?[state.Chambers.Length];
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// Need to copy across the state rather than the ref.
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for (var i = 0; i < component.AmmoSlots.Count; i++)
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{
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component.AmmoSlots[i] = EnsureEntity<RevolverAmmoProviderComponent>(state.AmmoSlots[i], uid);
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component.Chambers[i] = state.Chambers[i];
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}
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// Handle spins
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if (oldIndex != state.CurrentIndex)
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{
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UpdateAmmoCount(uid, prediction: false);
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}
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}
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public bool TryRevolverInsert(EntityUid revolverUid, RevolverAmmoProviderComponent component, EntityUid uid, EntityUid? user)
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{
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if (_whitelistSystem.IsWhitelistFail(component.Whitelist, uid))
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return false;
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// If it's a speedloader try to get ammo from it.
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if (HasComp<SpeedLoaderComponent>(uid))
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{
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var freeSlots = 0;
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for (var i = 0; i < component.Capacity; i++)
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{
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if (component.AmmoSlots[i] != null || component.Chambers[i] != null)
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continue;
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freeSlots++;
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}
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if (freeSlots == 0)
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{
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Popup(Loc.GetString("gun-revolver-full"), revolverUid, user);
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return false;
|
|
}
|
|
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
|
var xform = xformQuery.GetComponent(uid);
|
|
var ammo = new List<(EntityUid? Entity, IShootable Shootable)>(freeSlots);
|
|
var ev = new TakeAmmoEvent(freeSlots, ammo, xform.Coordinates, user);
|
|
RaiseLocalEvent(uid, ev);
|
|
|
|
if (ev.Ammo.Count == 0)
|
|
{
|
|
Popup(Loc.GetString("gun-speedloader-empty"), revolverUid, user);
|
|
return false;
|
|
}
|
|
|
|
for (var i = 0; i < component.Capacity; i++)
|
|
{
|
|
var index = (component.CurrentIndex + i) % component.Capacity;
|
|
|
|
if (component.AmmoSlots[index] != null ||
|
|
component.Chambers[index] != null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var ent = ev.Ammo.Last().Entity;
|
|
ev.Ammo.RemoveAt(ev.Ammo.Count - 1);
|
|
|
|
if (ent == null)
|
|
{
|
|
Log.Error($"Tried to load hitscan into a revolver which is unsupported");
|
|
continue;
|
|
}
|
|
|
|
component.AmmoSlots[index] = ent.Value;
|
|
Containers.Insert(ent.Value, component.AmmoContainer);
|
|
SetChamber(index, component, uid);
|
|
|
|
if (ev.Ammo.Count == 0)
|
|
break;
|
|
}
|
|
|
|
DebugTools.Assert(ammo.Count == 0);
|
|
UpdateRevolverAppearance(revolverUid, component);
|
|
UpdateAmmoCount(revolverUid);
|
|
Dirty(revolverUid, component);
|
|
|
|
Audio.PlayPredicted(component.SoundInsert, revolverUid, user);
|
|
Popup(Loc.GetString("gun-revolver-insert"), revolverUid, user);
|
|
return true;
|
|
}
|
|
|
|
// Try to insert the entity directly.
|
|
for (var i = 0; i < component.Capacity; i++)
|
|
{
|
|
var index = (component.CurrentIndex + i) % component.Capacity;
|
|
|
|
if (component.AmmoSlots[index] != null ||
|
|
component.Chambers[index] != null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
component.AmmoSlots[index] = uid;
|
|
Containers.Insert(uid, component.AmmoContainer);
|
|
SetChamber(index, component, uid);
|
|
Audio.PlayPredicted(component.SoundInsert, revolverUid, user);
|
|
Popup(Loc.GetString("gun-revolver-insert"), revolverUid, user);
|
|
UpdateRevolverAppearance(revolverUid, component);
|
|
UpdateAmmoCount(revolverUid);
|
|
Dirty(revolverUid, component);
|
|
return true;
|
|
}
|
|
|
|
Popup(Loc.GetString("gun-revolver-full"), revolverUid, user);
|
|
return false;
|
|
}
|
|
|
|
private void SetChamber(int index, RevolverAmmoProviderComponent component, EntityUid uid)
|
|
{
|
|
if (TryComp<CartridgeAmmoComponent>(uid, out var cartridge) && cartridge.Spent)
|
|
{
|
|
component.Chambers[index] = false;
|
|
return;
|
|
}
|
|
|
|
component.Chambers[index] = true;
|
|
}
|
|
|
|
private void OnRevolverVerbs(EntityUid uid, RevolverAmmoProviderComponent component, GetVerbsEvent<AlternativeVerb> args)
|
|
{
|
|
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
|
|
return;
|
|
|
|
args.Verbs.Add(new AlternativeVerb()
|
|
{
|
|
Text = Loc.GetString("gun-revolver-empty"),
|
|
Disabled = !AnyRevolverCartridges(component),
|
|
Act = () => EmptyRevolver(uid, component, args.User),
|
|
Priority = 1
|
|
});
|
|
|
|
args.Verbs.Add(new AlternativeVerb()
|
|
{
|
|
Text = Loc.GetString("gun-revolver-spin"),
|
|
// Category = VerbCategory.G,
|
|
Act = () => SpinRevolver(uid, component, args.User)
|
|
});
|
|
}
|
|
|
|
private bool AnyRevolverCartridges(RevolverAmmoProviderComponent component)
|
|
{
|
|
for (var i = 0; i < component.Capacity; i++)
|
|
{
|
|
if (component.Chambers[i] != null ||
|
|
component.AmmoSlots[i] != null)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private int GetRevolverCount(RevolverAmmoProviderComponent component)
|
|
{
|
|
var count = 0;
|
|
|
|
for (var i = 0; i < component.Capacity; i++)
|
|
{
|
|
if (component.Chambers[i] != null ||
|
|
component.AmmoSlots[i] != null)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
[PublicAPI]
|
|
private int GetRevolverUnspentCount(RevolverAmmoProviderComponent component)
|
|
{
|
|
var count = 0;
|
|
|
|
for (var i = 0; i < component.Capacity; i++)
|
|
{
|
|
var chamber = component.Chambers[i];
|
|
|
|
if (chamber == true)
|
|
{
|
|
count++;
|
|
continue;
|
|
}
|
|
|
|
var ammo = component.AmmoSlots[i];
|
|
|
|
if (TryComp<CartridgeAmmoComponent>(ammo, out var cartridge) && !cartridge.Spent)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
public void EmptyRevolver(EntityUid revolverUid, RevolverAmmoProviderComponent component, EntityUid? user = null)
|
|
{
|
|
var mapCoordinates = TransformSystem.GetMapCoordinates(revolverUid);
|
|
var anyEmpty = false;
|
|
|
|
for (var i = 0; i < component.Capacity; i++)
|
|
{
|
|
var chamber = component.Chambers[i];
|
|
var slot = component.AmmoSlots[i];
|
|
|
|
if (slot == null)
|
|
{
|
|
if (chamber == null)
|
|
continue;
|
|
|
|
// Too lazy to make a new method don't sue me.
|
|
if (!_netManager.IsClient)
|
|
{
|
|
var uid = Spawn(component.FillPrototype, mapCoordinates);
|
|
|
|
if (TryComp<CartridgeAmmoComponent>(uid, out var cartridge))
|
|
SetCartridgeSpent(uid, cartridge, !(bool)chamber);
|
|
|
|
EjectCartridge(uid);
|
|
}
|
|
|
|
component.Chambers[i] = null;
|
|
anyEmpty = true;
|
|
}
|
|
else
|
|
{
|
|
component.AmmoSlots[i] = null;
|
|
Containers.Remove(slot.Value, component.AmmoContainer);
|
|
component.Chambers[i] = null;
|
|
|
|
if (!_netManager.IsClient)
|
|
EjectCartridge(slot.Value);
|
|
|
|
anyEmpty = true;
|
|
}
|
|
}
|
|
|
|
if (anyEmpty)
|
|
{
|
|
Audio.PlayPredicted(component.SoundEject, revolverUid, user);
|
|
UpdateAmmoCount(revolverUid, prediction: false);
|
|
UpdateRevolverAppearance(revolverUid, component);
|
|
Dirty(revolverUid, component);
|
|
}
|
|
}
|
|
|
|
private void UpdateRevolverAppearance(EntityUid uid, RevolverAmmoProviderComponent component)
|
|
{
|
|
if (!TryComp<AppearanceComponent>(uid, out var appearance))
|
|
return;
|
|
|
|
var count = GetRevolverCount(component);
|
|
Appearance.SetData(uid, AmmoVisuals.HasAmmo, count != 0, appearance);
|
|
Appearance.SetData(uid, AmmoVisuals.AmmoCount, count, appearance);
|
|
Appearance.SetData(uid, AmmoVisuals.AmmoMax, component.Capacity, appearance);
|
|
}
|
|
|
|
protected virtual void SpinRevolver(EntityUid revolverUid, RevolverAmmoProviderComponent component, EntityUid? user = null)
|
|
{
|
|
Audio.PlayPredicted(component.SoundSpin, revolverUid, user);
|
|
Popup(Loc.GetString("gun-revolver-spun"), revolverUid, user);
|
|
}
|
|
|
|
private void OnRevolverTakeAmmo(EntityUid uid, RevolverAmmoProviderComponent component, TakeAmmoEvent args)
|
|
{
|
|
var currentIndex = component.CurrentIndex;
|
|
Cycle(component, args.Shots);
|
|
|
|
// Revolvers provide the bullets themselves rather than the cartridges so they stay in the revolver.
|
|
for (var i = 0; i < args.Shots; i++)
|
|
{
|
|
var index = (currentIndex + i) % component.Capacity;
|
|
var chamber = component.Chambers[index];
|
|
EntityUid? ent = null;
|
|
|
|
// Get contained entity if it exists.
|
|
if (component.AmmoSlots[index] != null)
|
|
{
|
|
ent = component.AmmoSlots[index]!;
|
|
component.Chambers[index] = false;
|
|
}
|
|
// Try to spawn a round if it's available.
|
|
else if (chamber != null)
|
|
{
|
|
if (chamber == true)
|
|
{
|
|
// Pretend it's always been there.
|
|
ent = Spawn(component.FillPrototype, args.Coordinates);
|
|
|
|
if (!_netManager.IsClient)
|
|
{
|
|
component.AmmoSlots[index] = ent;
|
|
Containers.Insert(ent.Value, component.AmmoContainer);
|
|
}
|
|
|
|
component.Chambers[index] = false;
|
|
}
|
|
}
|
|
|
|
// Chamber empty or spent
|
|
if (ent == null)
|
|
continue;
|
|
//🌟Starlight🌟
|
|
if (TryComp<HitScanCartridgeAmmoComponent>(ent, out var hitscanCartridge))
|
|
{
|
|
if (hitscanCartridge.Spent)
|
|
continue;
|
|
|
|
args.Ammo.Add((ent.Value, hitscanCartridge));
|
|
}
|
|
else if (TryComp<CartridgeAmmoComponent>(ent, out var cartridge))
|
|
{
|
|
if (cartridge.Spent)
|
|
continue;
|
|
|
|
// Mark cartridge as spent and if it's caseless delete from the chamber slot.
|
|
SetCartridgeSpent(ent.Value, cartridge, true);
|
|
var spawned = Spawn(cartridge.Prototype, args.Coordinates);
|
|
args.Ammo.Add((spawned, EnsureComp<AmmoComponent>(spawned)));
|
|
|
|
if (cartridge.DeleteOnSpawn)
|
|
{
|
|
component.AmmoSlots[index] = null;
|
|
component.Chambers[index] = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
component.AmmoSlots[index] = null;
|
|
component.Chambers[index] = null;
|
|
args.Ammo.Add((ent.Value, EnsureComp<AmmoComponent>(ent.Value)));
|
|
}
|
|
|
|
// Delete the cartridge entity on client
|
|
if (_netManager.IsClient)
|
|
{
|
|
QueueDel(ent);
|
|
}
|
|
}
|
|
|
|
UpdateAmmoCount(uid, prediction: false);
|
|
UpdateRevolverAppearance(uid, component);
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
private void Cycle(RevolverAmmoProviderComponent component, int count = 1)
|
|
{
|
|
component.CurrentIndex = (component.CurrentIndex + count) % component.Capacity;
|
|
}
|
|
|
|
private void OnRevolverInit(EntityUid uid, RevolverAmmoProviderComponent component, ComponentInit args)
|
|
{
|
|
component.AmmoContainer = Containers.EnsureContainer<Container>(uid, RevolverContainer);
|
|
component.AmmoSlots.EnsureCapacity(component.Capacity);
|
|
var remainder = component.Capacity - component.AmmoSlots.Count;
|
|
|
|
for (var i = 0; i < remainder; i++)
|
|
{
|
|
component.AmmoSlots.Add(null);
|
|
}
|
|
|
|
component.Chambers = new bool?[component.Capacity];
|
|
|
|
if (component.FillPrototype != null)
|
|
{
|
|
for (var i = 0; i < component.Capacity; i++)
|
|
{
|
|
if (component.AmmoSlots[i] != null)
|
|
{
|
|
component.Chambers[i] = null;
|
|
continue;
|
|
}
|
|
|
|
component.Chambers[i] = true;
|
|
}
|
|
}
|
|
|
|
DebugTools.Assert(component.AmmoSlots.Count == component.Capacity);
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
protected sealed class RevolverAmmoProviderComponentState : ComponentState
|
|
{
|
|
public int CurrentIndex;
|
|
public List<NetEntity?> AmmoSlots = default!;
|
|
public bool?[] Chambers = default!;
|
|
}
|
|
|
|
public sealed class RevolverSpinEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|
|
}
|