Re-implement hitscan sounds (#8581)
I forgor. Also added RW to ballistic prototype for funsies.
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@@ -10,19 +10,19 @@ namespace Content.Shared.Weapons.Ranged.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed class BallisticAmmoProviderComponent : Component
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{
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[ViewVariables(VVAccess.ReadOnly), DataField("soundRack")]
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[ViewVariables(VVAccess.ReadWrite), DataField("soundRack")]
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public SoundSpecifier? SoundRack = new SoundPathSpecifier("/Audio/Weapons/Guns/Cock/smg_cock.ogg");
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[ViewVariables(VVAccess.ReadOnly), DataField("soundInsert")]
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[ViewVariables(VVAccess.ReadWrite), DataField("soundInsert")]
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public SoundSpecifier? SoundInsert = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/bullet_insert.ogg");
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[ViewVariables, DataField("proto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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[ViewVariables(VVAccess.ReadWrite), DataField("proto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? FillProto;
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[ViewVariables(VVAccess.ReadWrite), DataField("capacity")]
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public int Capacity = 30;
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[ViewVariables, DataField("unspawnedCount")]
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[ViewVariables(VVAccess.ReadWrite), DataField("unspawnedCount")]
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public int UnspawnedCount;
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[ViewVariables(VVAccess.ReadWrite), DataField("whitelist")]
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