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using Content.Server.Stack;
using Content.Shared.Stacks;
using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Map;
namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem
{
[Dependency] private readonly StackSystem _stack = default!;
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protected override void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates)
{
EntityUid? ent = null;
// TODO: Combine with TakeAmmo
if (component.Entities.Count > 0)
{
var existing = component.Entities[^1];
component.Entities.RemoveAt(component.Entities.Count - 1);
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Containers.Remove(existing, component.Container);
EnsureShootable(existing);
}
else if (component.UnspawnedCount > 0)
{
component.UnspawnedCount--;
ent = Spawn(component.Proto, coordinates);
EnsureShootable(ent.Value);
}
if (ent != null)
EjectCartridge(ent.Value);
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var cycledEvent = new GunCycledEvent();
RaiseLocalEvent(uid, ref cycledEvent);
}
protected override EntityUid GetStackEntity(EntityUid uid, StackComponent stack) // WD
{
return _stack.Split(uid, 1, Transform(uid).Coordinates, stack) ?? uid;
}
}