# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
430 lines
16 KiB
C#
430 lines
16 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Verbs;
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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.Shared.Weapons.Ranged.Systems;
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public abstract partial class SharedGunSystem
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{
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protected const string ChamberSlot = "gun_chamber";
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protected virtual void InitializeChamberMagazine()
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{
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ComponentStartup>(OnChamberStartup);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, TakeAmmoEvent>(OnChamberMagazineTakeAmmo);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetAmmoCountEvent>(OnChamberAmmoCount);
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/*
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* Open and close bolts are separate verbs.
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* Racking does both in one hit and has a different sound (to avoid RSI + sounds cooler).
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*/
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<ActivationVerb>>(OnChamberActivationVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<InteractionVerb>>(OnChamberInteractionVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, GetVerbsEvent<AlternativeVerb>>(OnMagazineVerb);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ActivateInWorldEvent>(OnChamberActivate);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UseInHandEvent>(OnChamberUse);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntInsertedIntoContainerMessage>(OnMagazineSlotChange);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, EntRemovedFromContainerMessage>(OnMagazineSlotChange);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, ExaminedEvent>(OnChamberMagazineExamine);
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}
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private void OnChamberStartup(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ComponentStartup args)
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{
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// Appearance data doesn't get serialized and want to make sure this is correct on spawn (regardless of MapInit) so.
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if (component.BoltClosed != null)
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{
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Appearance.SetData(uid, AmmoVisuals.BoltClosed, component.BoltClosed.Value);
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}
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}
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/// <summary>
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/// Called when user "Activated In World" (E) with the gun as the target
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/// </summary>
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private void OnChamberActivate(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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ToggleBolt(uid, component, args.User);
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}
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/// <summary>
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/// Called when gun was "Activated In Hand" (Z)
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/// </summary>
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private void OnChamberUse(EntityUid uid, ChamberMagazineAmmoProviderComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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UseChambered(uid, component, args.User);
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}
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/// <summary>
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/// Creates "Rack" verb on the gun
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/// </summary>
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private void OnChamberActivationVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<ActivationVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || component.BoltClosed == null)
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return;
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args.Verbs.Add(new ActivationVerb()
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{
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Text = Loc.GetString("gun-chamber-rack"),
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Act = () =>
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{
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UseChambered(uid, component, args.User);
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}
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});
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}
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/// <summary>
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/// Opens then closes the bolt, or just closes it if currently open.
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/// </summary>
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private void UseChambered(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null)
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{
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if (component.BoltClosed == false)
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{
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ToggleBolt(uid, component, user);
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return;
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}
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if (TryTakeChamberEntity(uid, out var chamberEnt))
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{
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if (_netManager.IsServer)
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{
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EjectCartridge(chamberEnt.Value);
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}
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else
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{
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// Similar to below just due to prediction.
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TransformSystem.DetachParentToNull(chamberEnt.Value, Transform(chamberEnt.Value));
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}
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}
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if (!CycleCartridge(uid, component, user))
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{
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UpdateAmmoCount(uid);
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}
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if (component.BoltClosed != false)
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{
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Audio.PlayPredicted(component.RackSound, uid, user);
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}
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}
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/// <summary>
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/// Creates "Open/Close bolt" verb on the gun
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/// </summary>
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private void OnChamberInteractionVerb(EntityUid uid, ChamberMagazineAmmoProviderComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || component.BoltClosed == null)
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return;
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args.Verbs.Add(new InteractionVerb()
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{
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Text = component.BoltClosed.Value ? Loc.GetString("gun-chamber-bolt-open") : Loc.GetString("gun-chamber-bolt-close"),
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Act = () =>
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{
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// Just toggling might be more user friendly instead of trying to set to whatever they think?
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ToggleBolt(uid, component, args.User);
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}
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});
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}
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/// <summary>
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/// Updates the bolt to its new state
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/// </summary>
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public void SetBoltClosed(EntityUid uid, ChamberMagazineAmmoProviderComponent component, bool value, EntityUid? user = null, AppearanceComponent? appearance = null, ItemSlotsComponent? slots = null)
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{
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if (component.BoltClosed == null || value == component.BoltClosed)
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return;
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Resolve(uid, ref appearance, ref slots, false);
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Appearance.SetData(uid, AmmoVisuals.BoltClosed, value, appearance);
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if (value)
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{
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CycleCartridge(uid, component, user, appearance);
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if (user != null)
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PopupSystem.PopupClient(Loc.GetString("gun-chamber-bolt-closed"), uid, user.Value);
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if (slots != null)
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{
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_slots.SetLock(uid, ChamberSlot, true, slots);
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}
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Audio.PlayPredicted(component.BoltClosedSound, uid, user);
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}
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else
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{
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if (TryTakeChamberEntity(uid, out var chambered))
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{
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if (_netManager.IsServer)
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{
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EjectCartridge(chambered.Value);
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}
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else
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{
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// Prediction moment
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// The problem is client will dump the cartridge on the ground and the new server state
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// won't correspond due to randomness so looks weird
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// but we also need to always take it from the chamber or else ammocount won't be correct.
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TransformSystem.DetachParentToNull(chambered.Value, Transform(chambered.Value));
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}
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UpdateAmmoCount(uid);
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}
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if (user != null)
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PopupSystem.PopupClient(Loc.GetString("gun-chamber-bolt-opened"), uid, user.Value);
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if (slots != null)
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{
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_slots.SetLock(uid, ChamberSlot, false, slots);
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}
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Audio.PlayPredicted(component.BoltOpenedSound, uid, user);
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}
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component.BoltClosed = value;
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Dirty(uid, component);
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}
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/// <summary>
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/// Tries to take ammo from the magazine and insert into the chamber.
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/// </summary>
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private bool CycleCartridge(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null, AppearanceComponent? appearance = null)
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{
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// Try to put a new round in if possible.
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var magEnt = GetMagazineEntity(uid);
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var chambered = GetChamberEntity(uid);
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var result = false;
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// Similar to what takeammo does though that uses an optimised version where
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// multiple bullets may be fired in a single tick.
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if (magEnt != null && chambered == null)
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{
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var relayedArgs = new TakeAmmoEvent(1,
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new List<(EntityUid? Entity, IShootable Shootable)>(),
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Transform(uid).Coordinates,
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user);
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RaiseLocalEvent(magEnt.Value, relayedArgs);
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if (relayedArgs.Ammo.Count > 0)
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{
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var newChamberEnt = relayedArgs.Ammo[0].Entity;
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TryInsertChamber(uid, newChamberEnt!.Value);
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var ammoEv = new GetAmmoCountEvent();
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RaiseLocalEvent(magEnt.Value, ref ammoEv);
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FinaliseMagazineTakeAmmo(uid, component, ammoEv.Count, ammoEv.Capacity, user, appearance);
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UpdateAmmoCount(uid);
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// Clientside reconciliation things
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if (_netManager.IsClient)
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{
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foreach (var (ent, _) in relayedArgs.Ammo)
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{
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if (!IsClientSide(ent!.Value))
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continue;
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Del(ent.Value);
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}
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}
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}
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else
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{
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UpdateAmmoCount(uid);
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}
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result = true;
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}
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return result;
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}
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/// <summary>
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/// Sets the bolt's positional value to the other state
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/// </summary>
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public void ToggleBolt(EntityUid uid, ChamberMagazineAmmoProviderComponent component, EntityUid? user = null)
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{
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if (component.BoltClosed == null)
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return;
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SetBoltClosed(uid, component, !component.BoltClosed.Value, user);
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}
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/// <summary>
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/// Called when the gun was Examined
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/// </summary>
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private void OnChamberMagazineExamine(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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var (count, _) = GetChamberMagazineCountCapacity(uid, component);
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string boltState;
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using (args.PushGroup(nameof(ChamberMagazineAmmoProviderComponent)))
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{
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if (component.BoltClosed != null)
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{
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if (component.BoltClosed == true)
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boltState = Loc.GetString("gun-chamber-bolt-open-state");
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else
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boltState = Loc.GetString("gun-chamber-bolt-closed-state");
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args.PushMarkup(Loc.GetString("gun-chamber-bolt", ("bolt", boltState),
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("color", component.BoltClosed.Value ? Color.FromHex("#94e1f2") : Color.FromHex("#f29d94"))));
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}
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args.PushMarkup(Loc.GetString("gun-magazine-examine", ("color", AmmoExamineColor), ("count", count)));
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}
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}
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private bool TryTakeChamberEntity(EntityUid uid, [NotNullWhen(true)] out EntityUid? entity)
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{
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if (!Containers.TryGetContainer(uid, ChamberSlot, out var container) ||
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container is not ContainerSlot slot)
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{
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entity = null;
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return false;
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}
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entity = slot.ContainedEntity;
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if (entity == null)
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return false;
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Containers.Remove(entity.Value, container);
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return true;
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}
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protected EntityUid? GetChamberEntity(EntityUid uid)
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{
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if (!Containers.TryGetContainer(uid, ChamberSlot, out var container) ||
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container is not ContainerSlot slot)
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{
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return null;
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}
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return slot.ContainedEntity;
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}
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protected (int, int) GetChamberMagazineCountCapacity(EntityUid uid, ChamberMagazineAmmoProviderComponent component)
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{
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var count = GetChamberEntity(uid) != null ? 1 : 0;
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var (magCount, magCapacity) = GetMagazineCountCapacity(uid, component);
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return (count + magCount, magCapacity);
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}
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private bool TryInsertChamber(EntityUid uid, EntityUid ammo)
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{
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return Containers.TryGetContainer(uid, ChamberSlot, out var container) &&
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container is ContainerSlot slot &&
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Containers.Insert(ammo, slot);
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}
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private void OnChamberAmmoCount(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ref GetAmmoCountEvent args)
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{
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OnMagazineAmmoCount(uid, component, ref args);
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args.Capacity += 1;
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var chambered = GetChamberEntity(uid);
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if (chambered != null)
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{
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args.Count += 1;
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}
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}
|
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|
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private void OnChamberMagazineTakeAmmo(EntityUid uid, ChamberMagazineAmmoProviderComponent component, TakeAmmoEvent args)
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{
|
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if (component.BoltClosed == false)
|
|
{
|
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args.Reason = Loc.GetString("gun-chamber-bolt-ammo");
|
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return;
|
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}
|
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|
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// So chamber logic is kinda sussier than the others
|
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// Essentially we want to treat the chamber as a potentially free slot and then the mag as the remaining slots
|
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// i.e. if we shoot 3 times, then we use the chamber once (regardless if it's empty or not) and 2 from the mag
|
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// We move the n + 1 shot into the chamber as we essentially treat it like a stack.
|
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TryComp<AppearanceComponent>(uid, out var appearance);
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|
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EntityUid? chamberEnt;
|
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|
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// Normal behaviour for guns.
|
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if (component.AutoCycle)
|
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{
|
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if (TryTakeChamberEntity(uid, out chamberEnt))
|
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{
|
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args.Ammo.Add((chamberEnt.Value, EnsureShootable(chamberEnt.Value)));
|
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}
|
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// No ammo returned.
|
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else
|
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{
|
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CycleCartridge(uid, component, args.User); // WD EDIT
|
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return;
|
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}
|
|
|
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var magEnt = GetMagazineEntity(uid);
|
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|
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// Pass an event to the magazine to get more (to refill chamber or for shooting).
|
|
if (magEnt != null)
|
|
{
|
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// We pass in Shots not Shots - 1 as we'll take the last entity and move it into the chamber.
|
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var relayedArgs = new TakeAmmoEvent(args.Shots, new List<(EntityUid? Entity, IShootable Shootable)>(), args.Coordinates, args.User);
|
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RaiseLocalEvent(magEnt.Value, relayedArgs);
|
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|
|
// Put in the nth slot back into the chamber
|
|
// Rest of the ammo gets shot
|
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if (relayedArgs.Ammo.Count > 0)
|
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{
|
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var newChamberEnt = relayedArgs.Ammo[^1].Entity;
|
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TryInsertChamber(uid, newChamberEnt!.Value);
|
|
}
|
|
|
|
// Anything above the chamber-refill amount gets fired.
|
|
for (var i = 0; i < relayedArgs.Ammo.Count - 1; i++)
|
|
{
|
|
args.Ammo.Add(relayedArgs.Ammo[i]);
|
|
}
|
|
|
|
// If no more ammo then open bolt.
|
|
if (relayedArgs.Ammo.Count == 0)
|
|
{
|
|
SetBoltClosed(uid, component, false, user: args.User, appearance: appearance);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetBoltClosed(uid, component, false, user: args.User, appearance: appearance); // WD EDIT
|
|
Appearance.SetData(uid, AmmoVisuals.MagLoaded, false, appearance);
|
|
return;
|
|
}
|
|
|
|
var ammoEv = new GetAmmoCountEvent();
|
|
RaiseLocalEvent(magEnt.Value, ref ammoEv);
|
|
|
|
FinaliseMagazineTakeAmmo(uid, component, ammoEv.Count, ammoEv.Capacity, args.User, appearance);
|
|
}
|
|
// If gun doesn't autocycle (e.g. bolt-action weapons) then we leave the chambered entity in there but still return it.
|
|
else if (Containers.TryGetContainer(uid, ChamberSlot, out var container) &&
|
|
container is ContainerSlot { ContainedEntity: not null } slot)
|
|
{
|
|
// Shooting code won't eject it if it's still contained.
|
|
chamberEnt = slot.ContainedEntity;
|
|
args.Ammo.Add((chamberEnt.Value, EnsureShootable(chamberEnt.Value)));
|
|
}
|
|
}
|
|
}
|