(Re)Adds open bolt animations for gun sprites (#17219)
Co-authored-by: and_a <and_a@DESKTOP-RJENGIR> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -1,7 +1,9 @@
|
||||
using Content.Shared.Examine;
|
||||
using Content.Client.Weapons.Ranged.Components;
|
||||
using Content.Shared.Weapons.Ranged;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Content.Shared.Weapons.Ranged.Events;
|
||||
using Content.Shared.Weapons.Ranged.Systems;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.Containers;
|
||||
|
||||
namespace Content.Client.Weapons.Ranged.Systems;
|
||||
@@ -13,6 +15,27 @@ public sealed partial class GunSystem
|
||||
base.InitializeChamberMagazine();
|
||||
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AmmoCounterControlEvent>(OnChamberMagazineCounter);
|
||||
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UpdateAmmoCounterEvent>(OnChamberMagazineAmmoUpdate);
|
||||
SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AppearanceChangeEvent>(OnChamberMagazineAppearance);
|
||||
}
|
||||
|
||||
private void OnChamberMagazineAppearance(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ref AppearanceChangeEvent args)
|
||||
{
|
||||
if (args.Sprite == null ||
|
||||
!args.Sprite.LayerMapTryGet(GunVisualLayers.Base, out var boltLayer) ||
|
||||
!Appearance.TryGetData(uid, AmmoVisuals.BoltClosed, out bool boltClosed))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Maybe re-using base layer for this will bite me someday but screw you future sloth.
|
||||
if (boltClosed)
|
||||
{
|
||||
args.Sprite.LayerSetState(boltLayer, "base");
|
||||
}
|
||||
else
|
||||
{
|
||||
args.Sprite.LayerSetState(boltLayer, "bolt-open");
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnMagazineSlotChange(EntityUid uid, MagazineAmmoProviderComponent component, ContainerModifiedMessage args)
|
||||
|
||||
Reference in New Issue
Block a user