add: new modules, sprite visuals, client and shared logic
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@@ -544,6 +544,14 @@ public abstract partial class SharedGunSystem : EntitySystem
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RefreshModifiers(weapon);
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}
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public void setFireRate(EntityUid weapon, float fireRate)
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{
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TryComp<GunComponent>(weapon, out var gunComponent);
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gunComponent!.FireRate = fireRate;
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RefreshModifiers(weapon);
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}
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public void setSound(EntityUid weapon, SoundSpecifier sound)
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{
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TryComp<GunComponent>(weapon, out var gunComponent);
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@@ -0,0 +1,23 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Client._White.WeaponsModules;
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/// <inheritdoc/>
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[RegisterComponent]
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public sealed partial class WeaponModulesVisualsComponent : Component
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{
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[DataField] public string? state;
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}
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[Serializable, NetSerializable]
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public enum ModuleVisualState : byte
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{
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Module
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}
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[Serializable, NetSerializable]
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public enum Modules : byte
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{
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Light
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}
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