Gun refactor (#8301)
Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: T-Stalker <le0nel_1van@hotmail.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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using Content.Shared.Examine;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Containers;
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namespace Content.Client.Weapons.Ranged.Systems;
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public sealed partial class GunSystem
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{
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protected override void InitializeChamberMagazine()
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{
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base.InitializeChamberMagazine();
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AmmoCounterControlEvent>(OnChamberMagazineCounter);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UpdateAmmoCounterEvent>(OnChamberMagazineAmmoUpdate);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntRemovedFromContainerMessage>(OnChamberEntRemove);
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}
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private void OnChamberEntRemove(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntRemovedFromContainerMessage args)
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{
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if (args.Container.ID != ChamberSlot) return;
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// This is dirty af. Prediction moment.
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// We may be predicting spawning entities and the engine just removes them from the container so we'll just delete them.
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if (args.Entity.IsClientSide())
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QueueDel(args.Entity);
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// AFAIK the only main alternative is having some client-specific handling via a bool or otherwise for the state.
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// which is much larger and I'm not sure how much better it is. It's bad enough we have to do it with revolvers
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// to avoid 6-7 additional entity spawns.
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}
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private void OnChamberMagazineCounter(EntityUid uid, ChamberMagazineAmmoProviderComponent component, AmmoCounterControlEvent args)
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{
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args.Control = new ChamberMagazineStatusControl();
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}
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private void OnChamberMagazineAmmoUpdate(EntityUid uid, ChamberMagazineAmmoProviderComponent component, UpdateAmmoCounterEvent args)
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{
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if (args.Control is not ChamberMagazineStatusControl control) return;
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var chambered = GetChamberEntity(uid);
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var magEntity = GetMagazineEntity(uid);
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var ammoCountEv = new GetAmmoCountEvent();
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if (magEntity != null)
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RaiseLocalEvent(magEntity.Value, ref ammoCountEv, false);
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control.Update(chambered != null, magEntity != null, ammoCountEv.Count, ammoCountEv.Capacity);
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}
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}
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