Re-organize all projects (#4166)
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using System;
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using System.Threading.Tasks;
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using Content.Server.Weapon.Ranged.Ammunition.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Interaction;
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using Content.Shared.NetIDs;
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using Content.Shared.Notification;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Barrels.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Weapon.Ranged.Barrels.Components
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{
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[RegisterComponent]
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public sealed class RevolverBarrelComponent : ServerRangedBarrelComponent, ISerializationHooks
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "RevolverBarrel";
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public override uint? NetID => ContentNetIDs.REVOLVER_BARREL;
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[ViewVariables]
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[DataField("caliber")]
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private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
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private Container _ammoContainer = default!;
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[ViewVariables]
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private int _currentSlot;
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public override int Capacity => _ammoSlots.Length;
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[DataField("capacity")]
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private int _serializedCapacity = 6;
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[DataField("ammoSlots", readOnly: true)]
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private IEntity?[] _ammoSlots = Array.Empty<IEntity?>();
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public override int ShotsLeft => _ammoContainer.ContainedEntities.Count;
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[ViewVariables]
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[DataField("fillPrototype")]
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private string? _fillPrototype;
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[ViewVariables]
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private int _unspawnedCount;
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// Sounds
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[DataField("soundEject")]
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private string _soundEject = "/Audio/Weapons/Guns/MagOut/revolver_magout.ogg";
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[DataField("soundInsert")]
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private string _soundInsert = "/Audio/Weapons/Guns/MagIn/revolver_magin.ogg";
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[DataField("soundSpin")]
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private string _soundSpin = "/Audio/Weapons/Guns/Misc/revolver_spin.ogg";
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void ISerializationHooks.BeforeSerialization()
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{
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_serializedCapacity = _ammoSlots.Length;
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}
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void ISerializationHooks.AfterDeserialization()
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{
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_ammoSlots = new IEntity[_serializedCapacity];
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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var slotsSpent = new bool?[Capacity];
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for (var i = 0; i < Capacity; i++)
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{
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slotsSpent[i] = null;
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var ammoEntity = _ammoSlots[i];
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if (ammoEntity != null && ammoEntity.TryGetComponent(out AmmoComponent? ammo))
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{
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slotsSpent[i] = ammo.Spent;
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}
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}
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//TODO: make yaml var to not sent currentSlot/UI? (for russian roulette)
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return new RevolverBarrelComponentState(
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_currentSlot,
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FireRateSelector,
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slotsSpent,
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SoundGunshot);
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}
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public override void Initialize()
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{
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base.Initialize();
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_unspawnedCount = Capacity;
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int idx = 0;
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_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-ammoContainer", out var existing);
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if (existing)
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{
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foreach (var entity in _ammoContainer.ContainedEntities)
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{
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_unspawnedCount--;
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_ammoSlots[idx] = entity;
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idx++;
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}
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}
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for (var i = 0; i < _unspawnedCount; i++)
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{
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var entity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
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_ammoSlots[idx] = entity;
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_ammoContainer.Insert(entity);
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idx++;
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}
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UpdateAppearance();
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Dirty();
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}
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private void UpdateAppearance()
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{
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if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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return;
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}
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// Placeholder, at this stage it's just here for the RPG
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appearance.SetData(MagazineBarrelVisuals.MagLoaded, ShotsLeft > 0);
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appearance.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
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appearance.SetData(AmmoVisuals.AmmoMax, Capacity);
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}
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public bool TryInsertBullet(IEntity user, IEntity entity)
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{
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if (!entity.TryGetComponent(out AmmoComponent? ammoComponent))
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{
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return false;
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}
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if (ammoComponent.Caliber != _caliber)
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{
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Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
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return false;
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}
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// Functions like a stack
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// These are inserted in reverse order but then when fired Cycle will go through in order
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// The reason we don't just use an actual stack is because spin can select a random slot to point at
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for (var i = _ammoSlots.Length - 1; i >= 0; i--)
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{
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var slot = _ammoSlots[i];
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if (slot == null)
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{
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_currentSlot = i;
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_ammoSlots[i] = entity;
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_ammoContainer.Insert(entity);
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if (_soundInsert != null)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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}
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Dirty();
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UpdateAppearance();
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return true;
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}
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}
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Owner.PopupMessage(user, Loc.GetString("Ammo full"));
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return false;
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}
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public void Cycle()
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{
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// Move up a slot
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_currentSlot = (_currentSlot + 1) % _ammoSlots.Length;
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Dirty();
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UpdateAppearance();
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}
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/// <summary>
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/// Russian Roulette
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/// </summary>
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public void Spin()
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{
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var random = _random.Next(_ammoSlots.Length - 1);
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_currentSlot = random;
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if (!string.IsNullOrEmpty(_soundSpin))
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundSpin, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
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}
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Dirty();
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}
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public override IEntity? PeekAmmo()
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{
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return _ammoSlots[_currentSlot];
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}
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/// <summary>
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/// Takes a projectile out if possible
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/// IEnumerable just to make supporting shotguns saner
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/// </summary>
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/// <returns></returns>
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/// <exception cref="NotImplementedException"></exception>
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public override IEntity? TakeProjectile(EntityCoordinates spawnAt)
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{
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var ammo = _ammoSlots[_currentSlot];
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IEntity? bullet = null;
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if (ammo != null)
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{
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var ammoComponent = ammo.GetComponent<AmmoComponent>();
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bullet = ammoComponent.TakeBullet(spawnAt);
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if (ammoComponent.Caseless)
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{
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_ammoSlots[_currentSlot] = null;
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_ammoContainer.Remove(ammo);
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}
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}
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Cycle();
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UpdateAppearance();
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return bullet;
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}
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private void EjectAllSlots()
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{
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for (var i = 0; i < _ammoSlots.Length; i++)
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{
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var entity = _ammoSlots[i];
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if (entity == null)
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{
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continue;
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}
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_ammoContainer.Remove(entity);
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EjectCasing(entity);
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_ammoSlots[i] = null;
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}
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if (_ammoContainer.ContainedEntities.Count > 0)
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{
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if (_soundEject != null)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundEject, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-1));
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}
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}
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// May as well point back at the end?
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_currentSlot = _ammoSlots.Length - 1;
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return;
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}
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/// <summary>
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/// Eject all casings
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/// </summary>
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/// <param name="eventArgs"></param>
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/// <returns></returns>
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/// <exception cref="NotImplementedException"></exception>
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public override bool UseEntity(UseEntityEventArgs eventArgs)
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{
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EjectAllSlots();
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Dirty();
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UpdateAppearance();
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return true;
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}
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public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return TryInsertBullet(eventArgs.User, eventArgs.Using);
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}
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[Verb]
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private sealed class SpinRevolverVerb : Verb<RevolverBarrelComponent>
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{
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protected override void GetData(IEntity user, RevolverBarrelComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = Loc.GetString("Spin");
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if (component.Capacity <= 1)
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Visibility = component.ShotsLeft > 0 ? VerbVisibility.Visible : VerbVisibility.Disabled;
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data.IconTexture = "/Textures/Interface/VerbIcons/refresh.svg.192dpi.png";
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}
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protected override void Activate(IEntity user, RevolverBarrelComponent component)
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{
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component.Spin();
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component.Owner.PopupMessage(user, Loc.GetString("Spun the cylinder"));
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}
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}
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}
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}
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