Makes weapons use GridCoordinates and default to MapCoordinates if grid is invalid
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@@ -184,7 +184,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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return BoltOpen ? null : _chamberContainer.ContainedEntity;
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}
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public override IEntity TakeProjectile(MapCoordinates spawnAt)
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public override IEntity TakeProjectile(GridCoordinates spawnAtGrid, MapCoordinates spawnAtMap)
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{
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if (BoltOpen)
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{
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@@ -193,7 +193,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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var entity = _chamberContainer.ContainedEntity;
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Cycle();
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return entity?.GetComponent<AmmoComponent>().TakeBullet(spawnAt);
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return entity?.GetComponent<AmmoComponent>().TakeBullet(spawnAtGrid, spawnAtMap);
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}
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private void Cycle(bool manual = false)
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