# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.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/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
360 lines
14 KiB
C#
360 lines
14 KiB
C#
using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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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.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Prototypes; // 🌟Starlight🌟
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namespace Content.Shared.Weapons.Ranged.Systems;
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public abstract partial class SharedGunSystem
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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protected virtual void InitializeBallistic()
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{
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SubscribeLocalEvent<BallisticAmmoProviderComponent, ComponentInit>(OnBallisticInit);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, MapInitEvent>(OnBallisticMapInit);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, TakeAmmoEvent>(OnBallisticTakeAmmo);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, GetAmmoCountEvent>(OnBallisticAmmoCount);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, ExaminedEvent>(OnBallisticExamine);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, GetVerbsEvent<Verb>>(OnBallisticVerb);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, InteractUsingEvent>(OnBallisticInteractUsing);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, AfterInteractEvent>(OnBallisticAfterInteract);
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SubscribeLocalEvent<BallisticAmmoProviderComponent, AmmoFillDoAfterEvent>(OnBallisticAmmoFillDoAfter);
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//SubscribeLocalEvent<BallisticAmmoProviderComponent, UseInHandEvent>(OnBallisticUse); // Sunrise-Edit
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}
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// Sunrise-Start
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// private void OnBallisticUse(EntityUid uid, BallisticAmmoProviderComponent component, UseInHandEvent args)
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// {
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// if (args.Handled)
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// return;
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//
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// ManualCycle(uid, component, TransformSystem.GetMapCoordinates(uid), args.User);
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// args.Handled = true;
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// }
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public void BallisticAmmoCockGun(EntityUid user, EntityUid uid, BallisticAmmoProviderComponent component)
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{
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ManualCycle(uid, component, TransformSystem.GetMapCoordinates(uid), user);
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}
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// Sunrise-End
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private void OnBallisticInteractUsing(EntityUid uid, BallisticAmmoProviderComponent component, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (_whitelistSystem.IsWhitelistFailOrNull(component.Whitelist, args.Used))
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return;
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if (GetBallisticShots(component) >= component.Capacity)
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return;
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component.Entities.Add(args.Used);
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Containers.Insert(args.Used, component.Container);
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// Not predicted so
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Audio.PlayPredicted(component.SoundInsert, uid, args.User);
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args.Handled = true;
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UpdateBallisticAppearance(uid, component);
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UpdateAmmoCount(args.Target);
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DirtyField(uid, component, nameof(BallisticAmmoProviderComponent.Entities));
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}
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private void OnBallisticAfterInteract(EntityUid uid, BallisticAmmoProviderComponent component, AfterInteractEvent args)
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{
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if (args.Handled ||
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!component.MayTransfer ||
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!Timing.IsFirstTimePredicted ||
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args.Target == null ||
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args.Used == args.Target ||
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Deleted(args.Target) ||
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!TryComp<BallisticAmmoProviderComponent>(args.Target, out var targetComponent) ||
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targetComponent.Whitelist == null)
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{
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return;
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}
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args.Handled = true;
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// Continuous loading
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_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, args.User, component.FillDelay, new AmmoFillDoAfterEvent(), used: uid, target: args.Target, eventTarget: uid)
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{
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BreakOnMove = true,
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BreakOnDamage = false,
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NeedHand = true,
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});
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}
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private void OnBallisticAmmoFillDoAfter(EntityUid uid, BallisticAmmoProviderComponent component, AmmoFillDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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if (Deleted(args.Target) ||
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!TryComp<BallisticAmmoProviderComponent>(args.Target, out var target) ||
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target.Whitelist == null)
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return;
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if (target.Entities.Count + target.UnspawnedCount == target.Capacity)
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{
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Popup(
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Loc.GetString("gun-ballistic-transfer-target-full",
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("entity", args.Target)),
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args.Target,
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args.User);
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return;
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}
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if (component.Entities.Count + component.UnspawnedCount == 0)
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{
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Popup(
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Loc.GetString("gun-ballistic-transfer-empty",
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("entity", uid)),
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uid,
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args.User);
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return;
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}
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void SimulateInsertAmmo(EntityUid ammo, EntityUid ammoProvider, EntityCoordinates coordinates)
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{
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// We call SharedInteractionSystem to raise contact events. Checks are already done by this point.
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_interaction.InteractUsing(args.User, ammo, ammoProvider, coordinates, checkCanInteract: false, checkCanUse: false);
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}
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List<(EntityUid? Entity, IShootable Shootable)> ammo = new();
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var evTakeAmmo = new TakeAmmoEvent(1, ammo, Transform(uid).Coordinates, args.User);
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RaiseLocalEvent(uid, evTakeAmmo);
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foreach (var (ent, _) in ammo)
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{
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if (ent == null)
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continue;
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if (_whitelistSystem.IsWhitelistFail(target.Whitelist, ent.Value))
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{
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Popup(
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Loc.GetString("gun-ballistic-transfer-invalid",
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("ammoEntity", ent.Value),
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("targetEntity", args.Target.Value)),
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uid,
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args.User);
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SimulateInsertAmmo(ent.Value, uid, Transform(uid).Coordinates);
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}
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else
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{
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// play sound to be cool
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Audio.PlayPredicted(component.SoundInsert, uid, args.User);
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SimulateInsertAmmo(ent.Value, args.Target.Value, Transform(args.Target.Value).Coordinates);
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}
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if (IsClientSide(ent.Value))
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Del(ent.Value);
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}
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UpdateBallisticAppearance(args.Target.Value, component);
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UpdateAmmoCount(args.Target.Value);
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// repeat if there is more space in the target and more ammo to fill
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var moreSpace = target.Entities.Count + target.UnspawnedCount < target.Capacity;
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var moreAmmo = component.Entities.Count + component.UnspawnedCount > 0;
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args.Repeat = moreSpace && moreAmmo;
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}
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private void OnBallisticVerb(EntityUid uid, BallisticAmmoProviderComponent component, GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null || !component.Cycleable)
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return;
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if (component.Cycleable)
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{
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args.Verbs.Add(new Verb()
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{
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Text = Loc.GetString("gun-ballistic-cycle"),
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Disabled = GetBallisticShots(component) == 0,
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Act = () => ManualCycle(uid, component, TransformSystem.GetMapCoordinates(uid), args.User),
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});
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}
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}
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private void OnBallisticExamine(EntityUid uid, BallisticAmmoProviderComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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// 🌟Starlight🌟 -- get next ammo in feed
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var shots = GetBallisticShots(component);
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string ammoTypeName = "";
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if (component.Entities.Count > 0)
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{
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var firstAmmo = component.Entities[^1];
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if (TryComp<MetaDataComponent>(firstAmmo, out var meta) && meta.EntityPrototype?.ID != null &&
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ProtoManager.TryIndex<EntityPrototype>(meta.EntityPrototype.ID, out var entity))
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{
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ammoTypeName = entity.Name;
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}
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}
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else if (component.UnspawnedCount > 0 && component.Proto != null && ProtoManager.TryIndex(component.Proto, out EntityPrototype? proto))
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{
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ammoTypeName = proto.Name;
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}
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args.PushMarkup(Loc.GetString("gun-magazine-examine", ("color", AmmoExamineColor), ("count", shots)));
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if (ammoTypeName != null)
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args.PushMarkup(Loc.GetString("gun-magazine-ammo-type", ("color", "green"), ("type", ammoTypeName)));
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else
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args.PushMarkup(Loc.GetString("gun-magazine-empty"));
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// 🌟Starlight🌟 end me
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}
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private void ManualCycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates, EntityUid? user = null, GunComponent? gunComp = null)
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{
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if (!component.Cycleable)
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return;
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// Reset shotting for cycling
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if (Resolve(uid, ref gunComp, false) &&
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gunComp is { FireRateModified: > 0f } &&
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!Paused(uid))
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{
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gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRateModified);
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DirtyField(uid, gunComp, nameof(GunComponent.NextFire));
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}
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Audio.PlayPredicted(component.SoundRack, uid, user);
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var shots = GetBallisticShots(component);
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Cycle(uid, component, coordinates);
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var text = Loc.GetString(shots == 0 ? "gun-ballistic-cycled-empty" : "gun-ballistic-cycled");
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Popup(text, uid, user);
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UpdateBallisticAppearance(uid, component);
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UpdateAmmoCount(uid);
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}
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protected abstract void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates);
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private void OnBallisticInit(EntityUid uid, BallisticAmmoProviderComponent component, ComponentInit args)
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{
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component.Container = Containers.EnsureContainer<Container>(uid, "ballistic-ammo");
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// TODO: This is called twice though we need to support loading appearance data (and we need to call it on MapInit
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// to ensure it's correct).
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UpdateBallisticAppearance(uid, component);
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}
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private void OnBallisticMapInit(EntityUid uid, BallisticAmmoProviderComponent component, MapInitEvent args)
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{
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// TODO this should be part of the prototype, not set on map init.
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// Alternatively, just track spawned count, instead of unspawned count.
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if (component.Proto != null)
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{
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component.UnspawnedCount = Math.Max(0, component.Capacity - component.Container.ContainedEntities.Count);
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UpdateBallisticAppearance(uid, component);
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DirtyField(uid, component, nameof(BallisticAmmoProviderComponent.UnspawnedCount));
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}
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}
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protected int GetBallisticShots(BallisticAmmoProviderComponent component)
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{
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return component.Entities.Count + component.UnspawnedCount;
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}
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private void OnBallisticTakeAmmo(EntityUid uid, BallisticAmmoProviderComponent component, TakeAmmoEvent args)
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{
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for (var i = 0; i < args.Shots; i++)
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{
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EntityUid entity;
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if (component.Entities.Count > 0)
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{
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entity = component.Entities[^1];
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args.Ammo.Add((entity, EnsureShootable(entity)));
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if (TryComp<GunComponent>(uid, out var gun))
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{
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if (!gun.Pump)
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{
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component.Entities.RemoveAt(component.Entities.Count - 1);
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Containers.Remove(entity, component.Container);
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}
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}
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else
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{
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component.Entities.RemoveAt(component.Entities.Count - 1);
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Containers.Remove(entity, component.Container);
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}
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DirtyField(uid, component, nameof(BallisticAmmoProviderComponent.Entities));
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}
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else if (component.UnspawnedCount > 0)
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{
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|
component.UnspawnedCount--;
|
|
DirtyField(uid, component, nameof(BallisticAmmoProviderComponent.UnspawnedCount));
|
|
entity = Spawn(component.Proto, args.Coordinates);
|
|
|
|
if (TryComp<GunComponent>(uid, out var gun))
|
|
{
|
|
if (gun.Pump)
|
|
{
|
|
Containers.Insert(entity, component.Container, force: true);
|
|
component.Entities.Insert(0, entity);
|
|
DirtyField(uid, component, nameof(BallisticAmmoProviderComponent.Entities));
|
|
}
|
|
}
|
|
|
|
args.Ammo.Add((entity, EnsureShootable(entity)));
|
|
}
|
|
}
|
|
|
|
UpdateBallisticAppearance(uid, component);
|
|
}
|
|
|
|
private void OnBallisticAmmoCount(EntityUid uid, BallisticAmmoProviderComponent component, ref GetAmmoCountEvent args)
|
|
{
|
|
args.Count = GetBallisticShots(component);
|
|
args.Capacity = component.Capacity;
|
|
}
|
|
|
|
public void UpdateBallisticAppearance(EntityUid uid, BallisticAmmoProviderComponent component)
|
|
{
|
|
if (!Timing.IsFirstTimePredicted || !TryComp<AppearanceComponent>(uid, out var appearance))
|
|
return;
|
|
|
|
Appearance.SetData(uid, AmmoVisuals.AmmoCount, GetBallisticShots(component), appearance);
|
|
Appearance.SetData(uid, AmmoVisuals.AmmoMax, component.Capacity, appearance);
|
|
}
|
|
|
|
public void SetBallisticUnspawned(Entity<BallisticAmmoProviderComponent> entity, int count)
|
|
{
|
|
if (entity.Comp.UnspawnedCount == count)
|
|
return;
|
|
|
|
entity.Comp.UnspawnedCount = count;
|
|
UpdateBallisticAppearance(entity.Owner, entity.Comp);
|
|
UpdateAmmoCount(entity.Owner);
|
|
Dirty(entity);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// DoAfter event for filling one ballistic ammo provider from another.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class AmmoFillDoAfterEvent : SimpleDoAfterEvent
|
|
{
|
|
}
|