Add two-way serialization in ExposeData for some of the components that are missing it (#1451)
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@@ -84,31 +84,57 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _fireRateSelector, "currentSelector", FireRateSelector.Safety);
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serializer.DataField(ref _fireRate, "fireRate", 2.0f);
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// This hard-to-read area's dealing with recoil
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// Use degrees in yaml as it's easier to read compared to "0.0125f"
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if (serializer.Reading)
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{
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var minAngle = serializer.ReadDataField("minAngle", 0) / 2;
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_minAngle = Angle.FromDegrees(minAngle);
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// Random doubles it as it's +/- so uhh we'll just half it here for readability
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var maxAngle = serializer.ReadDataField("maxAngle", 45) / 2;
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_maxAngle = Angle.FromDegrees(maxAngle);
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var angleIncrease = serializer.ReadDataField("angleIncrease", (40 / _fireRate));
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_angleIncrease = angleIncrease * (float) Math.PI / 180;
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var angleDecay = serializer.ReadDataField("angleDecay", (float) 20);
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_angleDecay = angleDecay * (float) Math.PI / 180;
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serializer.DataField(ref _spreadRatio, "ammoSpreadRatio", 1.0f);
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serializer.DataReadWriteFunction(
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"minAngle",
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0,
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angle => _minAngle = Angle.FromDegrees(angle / 2f),
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() => _minAngle.Degrees * 2);
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// FireRate options
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var allFireRates = serializer.ReadDataField("allSelectors", new List<FireRateSelector>());
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foreach (var fireRate in allFireRates)
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// Random doubles it as it's +/- so uhh we'll just half it here for readability
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serializer.DataReadWriteFunction(
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"maxAngle",
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45,
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angle => _maxAngle = Angle.FromDegrees(angle / 2f),
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() => _maxAngle.Degrees * 2);
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serializer.DataReadWriteFunction(
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"angleIncrease",
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40 / _fireRate,
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angle => _angleIncrease = angle * (float) Math.PI / 180,
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() => _angleIncrease / (float) Math.PI / 180);
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serializer.DataReadWriteFunction(
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"angleDecay",
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20f,
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angle => _angleDecay = angle * (float) Math.PI / 180,
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() => _angleDecay / (float) Math.PI / 180);
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serializer.DataField(ref _spreadRatio, "ammoSpreadRatio", 1.0f);
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serializer.DataReadWriteFunction(
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"allSelectors",
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new List<FireRateSelector>(),
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selectors => selectors.ForEach(selector => _allRateSelectors |= selector),
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() =>
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{
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_allRateSelectors |= fireRate;
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}
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}
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var types = new List<FireRateSelector>();
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foreach (FireRateSelector selector in Enum.GetValues(typeof(FireRateSelector)))
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{
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if ((_allRateSelectors & selector) != 0)
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{
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types.Add(selector);
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}
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}
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return types;
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});
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// For simplicity we'll enforce it this way; ammo determines max spread
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if (_spreadRatio > 1.0f)
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@@ -118,6 +144,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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}
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serializer.DataField(ref _canMuzzleFlash, "canMuzzleFlash", true);
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// Sounds
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serializer.DataField(ref _soundGunshot, "soundGunshot", null);
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serializer.DataField(ref _soundEmpty, "soundEmpty", "/Audio/Weapons/Guns/Empty/empty.ogg");
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