(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:
TaralGit
2023-08-12 22:58:07 -07:00
committed by GitHub
parent 82180fd04c
commit 8acac895fc
72 changed files with 726 additions and 353 deletions

View File

@@ -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)