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OldThink/Content.Server/Weapon/Ranged/Systems/GunSystem.Ballistic.cs

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using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Map;
namespace Content.Server.Weapon.Ranged.Systems;
public sealed partial class GunSystem
{
protected override void Cycle(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);
component.Container.Remove(existing);
EnsureComp<AmmoComponent>(existing);
}
else if (component.UnspawnedCount > 0)
{
component.UnspawnedCount--;
ent = Spawn(component.FillProto, coordinates);
EnsureComp<AmmoComponent>(ent.Value);
}
if (ent != null)
EjectCartridge(ent.Value);
}
}