Ranged weapon firing does not depend on DefaultGrid anymore.
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@@ -159,10 +159,10 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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public override void OnAdd()
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{
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base.OnAdd();
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var rangedWeapon = Owner.GetComponent<ServerRangedWeaponComponent>();
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rangedWeapon.Barrel = this;
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rangedWeapon.FireHandler += Fire;
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rangedWeapon.WeaponCanFireHandler += WeaponCanFire;
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var rangedWeaponComponent = Owner.GetComponent<ServerRangedWeaponComponent>();
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rangedWeaponComponent.Barrel = this;
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rangedWeaponComponent.FireHandler += Fire;
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rangedWeaponComponent.WeaponCanFireHandler += WeaponCanFire;
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}
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public override void OnRemove()
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@@ -208,7 +208,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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return true;
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}
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private void Fire(IEntity shooter, GridCoordinates target)
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/// <summary>
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/// Fires a round of ammo out of the weapon.
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/// </summary>
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/// <param name="shooter">Entity that is operating the weapon, usually the player.</param>
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/// <param name="targetPos">Target position on the map to shoot at.</param>
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private void Fire(IEntity shooter, Vector2 targetPos)
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{
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var soundSystem = EntitySystem.Get<AudioSystem>();
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if (ShotsLeft == 0)
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@@ -229,8 +234,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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}
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// At this point firing is confirmed
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var worldPosition = IoCManager.Resolve<IMapManager>().GetGrid(target.GridID).LocalToWorld(target).Position;
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var direction = (worldPosition - shooter.Transform.WorldPosition).ToAngle();
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var direction = (targetPos - shooter.Transform.WorldPosition).ToAngle();
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var angle = GetRecoilAngle(direction);
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// This should really be client-side but for now we'll just leave it here
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if (shooter.TryGetComponent(out CameraRecoilComponent recoilComponent))
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