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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Weapons.Ranged
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{
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[Serializable, NetSerializable]
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public class BallisticMagazineWeaponComponentState : ComponentState
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{
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/// <summary>
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/// True if a bullet is chambered.
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/// </summary>
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public bool Chambered { get; }
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/// <summary>
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/// Count of bullets in the magazine.
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/// </summary>
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/// <remarks>
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/// Null if no magazine is inserted.
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/// </remarks>
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public (int count, int max)? MagazineCount { get; }
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public BallisticMagazineWeaponComponentState(bool chambered, (int count, int max)? magazineCount) : base(ContentNetIDs.BALLISTIC_MAGAZINE_WEAPON)
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{
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Chambered = chambered;
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MagazineCount = magazineCount;
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}
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}
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// BMW is "Ballistic Magazine Weapon" here.
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/// <summary>
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/// Fired server -> client when the magazine in a Ballistic Magazine Weapon got auto-ejected.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class BmwComponentAutoEjectedMessage : ComponentMessage
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{
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}
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}
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