Makes weapons use MapCoordinates instead of GridCoordinates.
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@@ -104,7 +104,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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}
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}
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public IEntity TakeBullet(GridCoordinates spawnAt)
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public IEntity TakeBullet(MapCoordinates spawnAt)
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{
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if (_ammoIsProjectile)
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{
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@@ -167,7 +167,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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Magnum,
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AntiMaterial,
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Shotgun,
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Cap,
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Cap,
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Rocket,
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Dart, // Placeholder
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Grenade,
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@@ -164,7 +164,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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return _chamberContainer.ContainedEntity;
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}
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public override IEntity TakeProjectile(GridCoordinates spawnAt)
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public override IEntity TakeProjectile(MapCoordinates spawnAt)
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{
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var chamberEntity = _chamberContainer.ContainedEntity;
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if (_autoCycle)
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@@ -124,7 +124,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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return _chamberContainer.ContainedEntity;
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}
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public override IEntity TakeProjectile(GridCoordinates spawnAt)
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public override IEntity TakeProjectile(MapCoordinates spawnAt)
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{
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var chamberEntity = _chamberContainer.ContainedEntity;
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if (!_manualCycle)
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@@ -175,7 +175,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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/// <param name="spawnAt"></param>
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/// <returns></returns>
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/// <exception cref="NotImplementedException"></exception>
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public override IEntity TakeProjectile(GridCoordinates spawnAt)
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public override IEntity TakeProjectile(MapCoordinates spawnAt)
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{
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var ammo = _ammoSlots[_currentSlot];
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IEntity bullet = null;
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@@ -137,7 +137,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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return ammo;
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}
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public override IEntity TakeProjectile(GridCoordinates spawnAt)
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public override IEntity TakeProjectile(MapCoordinates spawnAt)
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{
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var powerCellEntity = _powerCellContainer.ContainedEntity;
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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(GridCoordinates spawnAt)
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public override IEntity TakeProjectile(MapCoordinates spawnAt)
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{
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if (BoltOpen)
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{
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@@ -52,7 +52,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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private TimeSpan _lastFire;
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public abstract IEntity PeekAmmo();
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public abstract IEntity TakeProjectile(GridCoordinates spawnAt);
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public abstract IEntity TakeProjectile(MapCoordinates spawnAt);
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// Recoil / spray control
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private Angle _minAngle;
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@@ -189,7 +189,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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}
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var ammo = PeekAmmo();
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var projectile = TakeProjectile(shooter.Transform.GridPosition);
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var projectile = TakeProjectile(shooter.Transform.MapPosition);
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if (projectile == null)
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{
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soundSystem.PlayAtCoords(_soundEmpty, Owner.Transform.GridPosition);
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