Remove gun .Owners (#14585)
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@@ -33,7 +33,7 @@ public abstract partial class SharedGunSystem
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AlternativeVerb verb = new()
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{
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Act = () => SelectFire(component, nextMode, args.User),
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Act = () => SelectFire(uid, component, nextMode, args.User),
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Text = Loc.GetString("gun-selector-verb", ("mode", GetLocSelector(nextMode))),
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Icon = new SpriteSpecifier.Texture(new ResourcePath("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
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};
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@@ -47,7 +47,9 @@ public abstract partial class SharedGunSystem
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foreach (var mode in Enum.GetValues<SelectiveFire>())
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{
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if ((mode & component.AvailableModes) == 0x0) continue;
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if ((mode & component.AvailableModes) == 0x0)
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continue;
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modes.Add(mode);
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}
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@@ -55,9 +57,10 @@ public abstract partial class SharedGunSystem
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return modes[(index + 1) % modes.Count];
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}
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private void SelectFire(GunComponent component, SelectiveFire fire, EntityUid? user = null)
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private void SelectFire(EntityUid uid, GunComponent component, SelectiveFire fire, EntityUid? user = null)
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{
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if (component.SelectedMode == fire) return;
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if (component.SelectedMode == fire)
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return;
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DebugTools.Assert((component.AvailableModes & fire) != 0x0);
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component.SelectedMode = fire;
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@@ -69,22 +72,23 @@ public abstract partial class SharedGunSystem
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else
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component.NextFire += cooldown;
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Audio.PlayPredicted(component.SoundModeToggle, component.Owner, user);
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Popup(Loc.GetString("gun-selected-mode", ("mode", GetLocSelector(fire))), component.Owner, user);
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Audio.PlayPredicted(component.SoundModeToggle, uid, user);
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Popup(Loc.GetString("gun-selected-mode", ("mode", GetLocSelector(fire))), uid, user);
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Dirty(component);
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}
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/// <summary>
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/// Cycles the gun's <see cref="SelectiveFire"/> to the next available one.
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/// </summary>
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public void CycleFire(GunComponent component, EntityUid? user = null)
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public void CycleFire(EntityUid uid, GunComponent component, EntityUid? user = null)
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{
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// Noop
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if (component.SelectedMode == component.AvailableModes) return;
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if (component.SelectedMode == component.AvailableModes)
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return;
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DebugTools.Assert((component.AvailableModes & component.SelectedMode) == component.SelectedMode);
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var nextMode = GetNextMode(component);
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SelectFire(component, nextMode, user);
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SelectFire(uid, component, nextMode, user);
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}
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// TODO: Actions need doing for guns anyway.
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@@ -95,6 +99,6 @@ public abstract partial class SharedGunSystem
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private void OnCycleMode(EntityUid uid, GunComponent component, CycleModeEvent args)
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{
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SelectFire(component, args.Mode, args.Performer);
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SelectFire(uid, component, args.Mode, args.Performer);
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}
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}
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