GUNS PELASE WORK.
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@@ -15,6 +15,7 @@ using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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@@ -88,7 +89,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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_appearanceComponent = appearanceComponent;
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}
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_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
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}
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@@ -169,16 +170,17 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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/// Takes a projectile out if possible
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/// IEnumerable just to make supporting shotguns saner
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/// </summary>
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/// <param name="spawnAt"></param>
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/// <returns></returns>
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/// <exception cref="NotImplementedException"></exception>
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public override IEntity TakeProjectile()
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public override IEntity TakeProjectile(GridCoordinates spawnAt)
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{
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var ammo = _ammoSlots[_currentSlot];
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IEntity bullet = null;
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if (ammo != null)
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{
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var ammoComponent = ammo.GetComponent<AmmoComponent>();
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bullet = ammoComponent.TakeBullet();
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bullet = ammoComponent.TakeBullet(spawnAt);
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if (ammoComponent.Caseless)
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{
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_ammoSlots[_currentSlot] = null;
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