add: module components
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namespace Content.Server._White.WeaponModules;
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/// <summary>
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/// This is used for...
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/// </summary>
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[RegisterComponent]
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public sealed partial class AcceleratorModuleComponent : Component
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{
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}
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namespace Content.Server._White.WeaponModules;
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/// <summary>
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/// This is used for...
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/// </summary>
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[RegisterComponent]
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public sealed partial class FlameHiderModuleComponent : Component
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{
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}
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namespace Content.Server._White.WeaponModules;
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/// <summary>
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/// This is used for...
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/// </summary>
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[RegisterComponent]
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public sealed partial class LaserModuleComponent : Component
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{
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}
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@@ -1,11 +1,11 @@
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namespace Content.Server._White.WeaponModules;
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namespace Content.Server._White.WeaponModules;
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/// <summary>
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/// <summary>
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/// This is used for...
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/// LightModuleComponent
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/// </summary>
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/// </summary>
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[RegisterComponent]
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[RegisterComponent]
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public sealed partial class WeaponModulesComponent : Component
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public sealed partial class LightModuleComponent : WeaponModulesComponent
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{
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[ViewVariables(VVAccess.ReadWrite)]
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public List<string?> Modules = new();
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public bool Enabled;
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}
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}
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@@ -0,0 +1,10 @@
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namespace Content.Server._White.WeaponModules;
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/// <summary>
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/// This is used for...
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/// </summary>
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[RegisterComponent]
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public sealed partial class SilencerModuleComponent : Component
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{
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}
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@@ -0,0 +1,11 @@
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namespace Content.Server._White.WeaponModules;
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/// <summary>
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/// Base Module Component
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/// </summary>
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[RegisterComponent]
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public partial class WeaponModulesComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public List<EntityUid> Modules = new();
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}
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@@ -1,4 +1,5 @@
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using Content.Client._White.WeaponsModules;
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using System.Linq;
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using Content.Client._White.WeaponsModules;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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@@ -11,7 +12,7 @@ public sealed class WeaponModulesSystem : EntitySystem
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{
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{
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protected const string ModulesSlot = "gun_modules";
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protected const string ModulesSlot = "gun_modules";
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[Dependency] private readonly PointLightSystem _lightSystem = default!;
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[Dependency] private readonly PointLightSystem _lightSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedGunSystem _gunSystem = default!;
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[Dependency] private readonly SharedGunSystem _gunSystem = default!;
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SoundSpecifier? oldSoundGunshot;
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SoundSpecifier? oldSoundGunshot;
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@@ -30,15 +31,17 @@ public sealed class WeaponModulesSystem : EntitySystem
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if (ModulesSlot != args.Container.ID)
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if (ModulesSlot != args.Container.ID)
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return;
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return;
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string module = Prototype(args.Entity)!.ID;
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EntityUid module = args.Entity;
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EntityUid weapon = args.Container.Owner;
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EntityUid weapon = args.Container.Owner;
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TryComp<GunComponent>(weapon, out var gunComp);
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if (TryComp<GunComponent>(weapon, out var gunComp))
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oldSoundGunshot = gunComp!.SoundGunshot;
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{
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oldSoundGunshot = gunComp.SoundGunshot;
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oldFireRate = gunComp.FireRate;
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oldFireRate = gunComp.FireRate;
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}
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insertModules(module, comp);
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InsertModules(module, comp);
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moduleEffect(module, weapon);
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ModuleEffect(module, weapon);
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}
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}
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private void OnEject(EntityUid uid, WeaponModulesComponent comp, EntRemovedFromContainerMessage args)
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private void OnEject(EntityUid uid, WeaponModulesComponent comp, EntRemovedFromContainerMessage args)
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@@ -46,141 +49,94 @@ public sealed class WeaponModulesSystem : EntitySystem
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if (ModulesSlot != args.Container.ID)
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if (ModulesSlot != args.Container.ID)
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return;
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return;
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string module = Prototype(args.Entity)!.ID;
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EntityUid module = args.Entity;
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EntityUid weapon = args.Container.Owner;
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EntityUid weapon = args.Container.Owner;
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removeModules(module, comp);
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RemoveModules(module, comp);
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removeModuleEffect(module, weapon);
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RemoveModuleEffect(module, weapon);
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}
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}
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private void insertModules(string module, WeaponModulesComponent comp)
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private void InsertModules(EntityUid module, WeaponModulesComponent comp)
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{
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{
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if(!comp.Modules.Contains(module))
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comp.Modules.Add(module);
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}
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private void ModuleEffect(EntityUid module, EntityUid weapon)
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{
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if(!TryComp<AppearanceComponent>(weapon, out var appearanceComponent)) return;
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switch (module)
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switch (module)
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{
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{
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case "LightModule":
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case "LightModule":
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if(comp.Modules.Contains("LightModule")) break;
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "light", appearanceComponent);
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comp.Modules.Add("LightModule");
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break;
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case "LaserModule":
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if(comp.Modules.Contains("LaserModule")) break;
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comp.Modules.Add("LaserModule");
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break;
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case "FlameHiderModule":
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if(comp.Modules.Contains("FlameHiderModule")) break;
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comp.Modules.Add("FlameHiderModule");
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break;
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case "SilencerModule":
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if(comp.Modules.Contains("SilencerModule")) break;
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comp.Modules.Add("SilencerModule");
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break;
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case "AcceleratorModule":
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if(comp.Modules.Contains("AcceleratorModule")) break;
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comp.Modules.Add("AcceleratorModule");
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break;
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}
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}
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private void moduleEffect(string module, EntityUid weapon)
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{
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TryComp<AppearanceComponent>(weapon, out var appearanceComponent);
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switch (module)
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{
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case "LightModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "light", appearanceComponent);
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_lightSystem.EnsureLight(weapon);
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_lightSystem.EnsureLight(weapon);
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_lightSystem.TryGetLight(weapon, out var light);
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_lightSystem.TryGetLight(weapon, out var light);
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Appearance.SetData(weapon, Modules.Light, "none", appearanceComponent);
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_appearanceSystem.SetData(weapon, Modules.Light, "none", appearanceComponent);
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_lightSystem.SetRadius(weapon, 4F, light);
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_lightSystem.SetRadius(weapon, 4F, light);
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_lightSystem.SetEnabled(weapon, true, light);
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_lightSystem.SetEnabled(weapon, true, light);
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break;
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break;
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case "LaserModule":
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case "LaserModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "laser", appearanceComponent);
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "laser", appearanceComponent);
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_gunSystem.setProjectileSpeed(weapon, 35.5F);
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_gunSystem.setProjectileSpeed(weapon, 35.5F);
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break;
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break;
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case "FlameHiderModule":
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case "FlameHiderModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "flamehider", appearanceComponent);
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "flamehider", appearanceComponent);
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_gunSystem.setUseEffect(weapon, true);
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_gunSystem.setUseEffect(weapon, true);
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break;
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break;
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case "SilencerModule":
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case "SilencerModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "silencer", appearanceComponent);
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "silencer", appearanceComponent);
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_gunSystem.setUseEffect(weapon, true);
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_gunSystem.setUseEffect(weapon, true);
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_gunSystem.setSound(weapon, new SoundPathSpecifier("/Audio/White/Weapons/Modules/silence.ogg"));
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_gunSystem.setSound(weapon, new SoundPathSpecifier("/Audio/White/Weapons/Modules/silence.ogg"));
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break;
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break;
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case "AcceleratorModule":
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case "AcceleratorModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "accelerator", appearanceComponent);
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "accelerator", appearanceComponent);
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_gunSystem.setFireRate(weapon, 7.5F);
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_gunSystem.setFireRate(weapon, 7.5F);
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break;
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break;
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}
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}
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}
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}
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private void removeModules(string module, WeaponModulesComponent comp)
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private void RemoveModules(EntityUid module, WeaponModulesComponent comp)
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{
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{
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if(comp.Modules.Contains(module))
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comp.Modules.Remove(module);
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}
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private void RemoveModuleEffect(EntityUid module, EntityUid weapon)
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{
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if(!TryComp<AppearanceComponent>(weapon, out var appearanceComponent)) return;
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switch (module)
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switch (module)
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{
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{
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case "LightModule":
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case "LightModule":
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comp.Modules.Remove("LightModule");
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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break;
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case "LaserModule":
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comp.Modules.Remove("LaserModule");
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break;
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case "FlameHiderModule":
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comp.Modules.Remove("FlameHiderModule");
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break;
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case "SilencerModule":
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comp.Modules.Remove("SilencerModule");
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break;
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case "AcceleratorModule":
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comp.Modules.Remove("AcceleratorModule");
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break;
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}
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}
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private void removeModuleEffect(string module, EntityUid weapon)
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{
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TryComp<AppearanceComponent>(weapon, out var appearanceComponent);
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switch (module)
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{
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case "LightModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_lightSystem.TryGetLight(weapon, out var light);
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_lightSystem.TryGetLight(weapon, out var light);
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_lightSystem.SetEnabled(weapon, false, light);
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_lightSystem.SetEnabled(weapon, false, light);
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break;
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break;
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case "LaserModule":
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case "LaserModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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if (!HasComp<GunComponent>(weapon))
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break;
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_gunSystem.setProjectileSpeed(weapon, 25F);
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_gunSystem.setProjectileSpeed(weapon, 25F);
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break;
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break;
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case "FlameHiderModule":
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case "FlameHiderModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_gunSystem.setUseEffect(weapon, false);
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_gunSystem.setUseEffect(weapon, false);
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break;
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break;
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case "SilencerModule":
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case "SilencerModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_gunSystem.setUseEffect(weapon, false);
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_gunSystem.setUseEffect(weapon, false);
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_gunSystem.setSound(weapon, oldSoundGunshot!);
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_gunSystem.setSound(weapon, oldSoundGunshot!);
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break;
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break;
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case "AcceleratorModule":
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case "AcceleratorModule":
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Appearance.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_appearanceSystem.SetData(weapon, ModuleVisualState.Module, "none", appearanceComponent);
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_gunSystem.setFireRate(weapon, oldFireRate);
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_gunSystem.setFireRate(weapon, oldFireRate);
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break;
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break;
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}
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}
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