Melee refactor (#10897)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
31
Content.Server/Weapons/Ranged/Systems/GunSystem.Ballistic.cs
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31
Content.Server/Weapons/Ranged/Systems/GunSystem.Ballistic.cs
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Map;
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namespace Content.Server.Weapons.Ranged.Systems;
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public sealed partial class GunSystem
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{
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protected override void Cycle(BallisticAmmoProviderComponent component, MapCoordinates coordinates)
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{
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EntityUid? ent = null;
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// TODO: Combine with TakeAmmo
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if (component.Entities.Count > 0)
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{
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var existing = component.Entities[^1];
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component.Entities.RemoveAt(component.Entities.Count - 1);
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component.Container.Remove(existing);
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EnsureComp<AmmoComponent>(existing);
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}
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else if (component.UnspawnedCount > 0)
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{
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component.UnspawnedCount--;
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ent = Spawn(component.FillProto, coordinates);
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EnsureComp<AmmoComponent>(ent.Value);
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}
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if (ent != null)
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EjectCartridge(ent.Value);
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}
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}
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