* Remove the unnecessary NetID property from ComponentState. * Remove Component.NetworkSynchronizeExistence. * Removed Component.NetID. * Adds component netID automatic generation. * Removed NetIdAttribute from serverside components with no corresponding clientside registration. * Completely remove static NetIds. * Renamed NetIDAttribute to NetworkedComponentAttribute. * Add GenerateNetIds calls to client and server entry points. Add test to make sure auto generated NetIds are identical. * Component changes when rebasing that I am too lazy to rewrite into the branch. Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
50 lines
1.2 KiB
C#
50 lines
1.2 KiB
C#
#nullable enable
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using System;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Ranged.Barrels.Components
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{
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[Serializable, NetSerializable]
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public enum AmmoVisuals
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{
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AmmoCount,
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AmmoMax,
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Spent,
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}
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[Serializable, NetSerializable]
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public enum MagazineBarrelVisuals
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{
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MagLoaded
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}
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[Serializable, NetSerializable]
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public enum BarrelBoltVisuals
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{
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BoltOpen,
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}
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[Serializable, NetSerializable]
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public class MagazineBarrelComponentState : ComponentState
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{
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public bool Chambered { get; }
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public FireRateSelector FireRateSelector { get; }
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public (int count, int max)? Magazine { get; }
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public string? SoundGunshot { get; }
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public MagazineBarrelComponentState(
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bool chambered,
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FireRateSelector fireRateSelector,
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(int count, int max)? magazine,
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string? soundGunshot)
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{
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Chambered = chambered;
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FireRateSelector = fireRateSelector;
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Magazine = magazine;
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SoundGunshot = soundGunshot;
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}
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}
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}
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