Add IItemStatus to some weapon types (#1879)
* Bolt Action * Shotguns * Revolver + Outline * In Magazines: show bullets as numbers plus the usual bullet stuff * Empty bullets have another texture
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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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@@ -27,6 +28,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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public sealed class PumpBarrelComponent : ServerRangedBarrelComponent, IMapInit, IExamine
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{
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public override string Name => "PumpBarrel";
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public override uint? NetID => ContentNetIDs.PUMP_BARREL;
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public override int ShotsLeft
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{
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@@ -81,6 +83,23 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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UpdateAppearance();
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}
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public override ComponentState GetComponentState()
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{
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(int, int)? count = (ShotsLeft, Capacity);
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var chamberedExists = _chamberContainer.ContainedEntity != null;
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// (Is one chambered?, is the bullet spend)
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var chamber = (chamberedExists, false);
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if (chamberedExists && _chamberContainer.ContainedEntity.TryGetComponent<AmmoComponent>(out var ammo))
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{
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chamber.Item2 = ammo.Spent;
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}
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return new PumpBarrelComponentState(
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chamber,
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FireRateSelector,
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count,
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SoundGunshot);
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}
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public override void Initialize()
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{
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base.Initialize();
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@@ -110,6 +129,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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}
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_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
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Dirty();
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UpdateAppearance();
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}
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@@ -131,6 +151,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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Cycle();
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}
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else
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{
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Dirty();
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}
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return chamberEntity?.GetComponent<AmmoComponent>().TakeBullet(spawnAtGrid, spawnAtMap);
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}
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@@ -168,7 +193,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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}
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}
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// Dirty();
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Dirty();
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UpdateAppearance();
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}
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@@ -189,7 +214,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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_ammoContainer.Insert(eventArgs.Using);
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_spawnedAmmo.Push(eventArgs.Using);
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// Dirty();
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Dirty();
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UpdateAppearance();
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if (_soundInsert != null)
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{
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