Re-organize all projects (#4166)
This commit is contained in:
39
Content.Client/Weapons/Ranged/ClientRangedWeaponComponent.cs
Normal file
39
Content.Client/Weapons/Ranged/ClientRangedWeaponComponent.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Content.Client.Weapons.Ranged
|
||||
{
|
||||
// Yeah I put it all in the same enum, don't judge me
|
||||
public enum RangedBarrelVisualLayers : byte
|
||||
{
|
||||
Base,
|
||||
BaseUnshaded,
|
||||
Bolt,
|
||||
Mag,
|
||||
MagUnshaded,
|
||||
}
|
||||
|
||||
[RegisterComponent]
|
||||
public sealed class ClientRangedWeaponComponent : SharedRangedWeaponComponent
|
||||
{
|
||||
public FireRateSelector FireRateSelector { get; private set; } = FireRateSelector.Safety;
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
if (curState is not RangedWeaponComponentState rangedState)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FireRateSelector = rangedState.FireRateSelector;
|
||||
}
|
||||
|
||||
public void SyncFirePos(GridId targetGrid, Vector2 targetPosition)
|
||||
{
|
||||
SendNetworkMessage(new FirePosComponentMessage(targetGrid, targetPosition));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user