Speedloader fix (#12417)

* Speedloader fix

* Unshitted and commented my code, rain would probably be proud.
This commit is contained in:
PixelTK
2022-11-08 21:09:37 +00:00
committed by GitHub
parent bc7ef43ffd
commit 0b3038e1f6
9 changed files with 108 additions and 15 deletions

View File

@@ -6,6 +6,8 @@ using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using System;
using System.Linq;
namespace Content.Shared.Weapons.Ranged.Systems;
@@ -73,27 +75,88 @@ public partial class SharedGunSystem
public bool TryRevolverInsert(RevolverAmmoProviderComponent component, EntityUid uid, EntityUid? user)
{
if (component.Whitelist?.IsValid(uid, EntityManager) == false) return false;
if (component.Whitelist?.IsValid(uid, EntityManager) == false)
return false;
for (var i = 0; i < component.Capacity; i++)
if (EntityManager.HasComponent<BallisticAmmoProviderComponent>(uid)) // Checks if the thing that's being used to reload the revolver is a quickloader
{
var index = (component.CurrentIndex + i) % component.Capacity;
var ammoComp = EntityManager.GetComponent<BallisticAmmoProviderComponent>(uid);
if (component.AmmoSlots[index] != null ||
component.Chambers[index] != null) continue;
if (ammoComp.UnspawnedCount + ammoComp.Entities.Count == 0) // Checks if there's no ammo left in the speedloader
{
Popup(Loc.GetString("gun-speedloader-empty"), component.Owner, user); // Tell the user that the speedloader is empty
return false; // Don't try to insert anything into the revolver.
}
component.AmmoSlots[index] = uid;
component.AmmoContainer.Insert(uid);
Audio.PlayPredicted(component.SoundInsert, component.Owner, user);
Popup(Loc.GetString("gun-revolver-insert"), component.Owner, user);
UpdateRevolverAppearance(component);
UpdateAmmoCount(uid);
Dirty(component);
return true;
var loadedBullet = false; // Used later
for (var i = 0; i < component.Capacity; i++)
{
if (ammoComp.UnspawnedCount + ammoComp.Entities.Count == 0) // Checks if there's any ammo left in the speedloader in the loop
continue; // The loop doesn't continue, this is a fucking lie! I HATE C#!!!
var index = (component.CurrentIndex + i) % component.Capacity;
if (component.AmmoSlots[index] != null ||
component.Chambers[index] != null) continue;
loadedBullet = true; // Used later
var xform = EntityManager.GetComponent<TransformComponent>(uid);
EntityUid bullet; // empty var that is guarenteed to be filled
if (ammoComp.Container.ContainedEntities.Count == 0) // If the entity doesn't have any spawned bullets
{
ammoComp.UnspawnedCount -= 1;
bullet = Spawn(ammoComp.FillProto, xform.MapPosition); // Spawn it in
}
else
{
bullet = ammoComp.Container.ContainedEntities.FirstOrNull()!.Value;
ammoComp.Entities.Remove(bullet); // Remove the bullet from the container, ensures no bugs happen with the quickloader.
}
// Loads the bullet into the chamber of the revolver
component.AmmoSlots[index] = bullet;
component.AmmoContainer.Insert(bullet);
UpdateBallisticAppearance(ammoComp);
UpdateRevolverAppearance(component);
UpdateAmmoCount(bullet);
Dirty(component);
}
if (!loadedBullet) // Used now, if true, do funny sound + do popup, otherwise do popup to say that the revolver is full
{
Popup(Loc.GetString("gun-revolver-full"), component.Owner, user);
return false;
}
else
{
Audio.PlayPredicted(component.SoundInsert, component.Owner, user);
Popup(Loc.GetString("gun-revolver-insert"), component.Owner, user);
return true;
}
}
else
{
for (var i = 0; i < component.Capacity; i++)
{
var index = (component.CurrentIndex + i) % component.Capacity;
Popup(Loc.GetString("gun-revolver-full"), component.Owner, user);
return false;
if (component.AmmoSlots[index] != null ||
component.Chambers[index] != null) continue;
component.AmmoSlots[index] = uid;
component.AmmoContainer.Insert(uid);
Audio.PlayPredicted(component.SoundInsert, component.Owner, user);
Popup(Loc.GetString("gun-revolver-insert"), component.Owner, user);
UpdateRevolverAppearance(component);
UpdateAmmoCount(uid);
Dirty(component);
return true;
}
Popup(Loc.GetString("gun-revolver-full"), component.Owner, user);
return false;
}
}
private void OnRevolverVerbs(EntityUid uid, RevolverAmmoProviderComponent component, GetVerbsEvent<Verb> args)