Add default ammo for guns (#1207)

* Add default ammo types

* Add revolver and bolt action default pro support

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-06-25 01:29:40 +10:00
committed by GitHub
parent f6da38ccb9
commit 63f2724341
11 changed files with 71 additions and 6 deletions

View File

@@ -32,6 +32,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
public override int ShotsLeft => _ammoContainer.ContainedEntities.Count;
private AppearanceComponent _appearanceComponent;
private string _fillPrototype;
private int _unspawnedCount;
// Sounds
private string _soundEject;
@@ -50,7 +52,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
}
// TODO: Writing?
serializer.DataField(ref _fillPrototype, "fillPrototype", null);
// Sounds
serializer.DataField(ref _soundEject, "soundEject", "/Audio/Guns/MagOut/revolver_magout.ogg");
@@ -61,13 +63,32 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
public override void Initialize()
{
base.Initialize();
_ammoContainer = ContainerManagerComponent.Ensure<Container>($"{Name}-ammoContainer", Owner);
_unspawnedCount = Capacity;
int idx = 0;
_ammoContainer = ContainerManagerComponent.Ensure<Container>($"{Name}-ammoContainer", Owner, out var existing);
if (existing)
{
foreach (var entity in _ammoContainer.ContainedEntities)
{
_unspawnedCount--;
_ammoSlots[idx] = entity;
idx++;
}
}
for (var i = 0; i < _unspawnedCount; i++)
{
var entity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.GridPosition);
_ammoSlots[idx] = entity;
_ammoContainer.Insert(entity);
idx++;
}
if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
{
_appearanceComponent = appearanceComponent;
}
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
}