Magazines now correctly get saved to the map.
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@@ -30,6 +30,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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public int CountLoaded => _loadedBullets.Count;
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public event Action OnAmmoCountChanged;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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@@ -45,11 +47,24 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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base.Initialize();
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_appearance = Owner.GetComponent<AppearanceComponent>();
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}
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public override void Startup()
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{
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base.Startup();
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_bulletContainer =
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ContainerManagerComponent.Ensure<Container>("magazine_bullet_container", Owner, out var existed);
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if (!existed && _fillType != null)
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if (existed)
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{
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foreach (var entity in _bulletContainer.ContainedEntities)
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{
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_loadedBullets.Push(entity);
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}
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_updateAppearance();
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}
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else if (_fillType != null)
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{
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// Load up bullets from fill.
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for (var i = 0; i < Capacity; i++)
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@@ -59,6 +74,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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}
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}
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OnAmmoCountChanged?.Invoke();
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_appearance.SetData(BallisticMagazineVisuals.AmmoCapacity, Capacity);
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}
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@@ -77,6 +93,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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_bulletContainer.Insert(bullet);
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_loadedBullets.Push(bullet);
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_updateAppearance();
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OnAmmoCountChanged?.Invoke();
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}
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public IEntity TakeBullet()
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@@ -88,6 +105,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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var bullet = _loadedBullets.Pop();
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_updateAppearance();
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OnAmmoCountChanged?.Invoke();
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return bullet;
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}
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@@ -34,7 +34,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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private bool _autoEjectMagazine;
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private AppearanceComponent _appearance;
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private static readonly Direction[] _randomBulletDirs = {
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private static readonly Direction[] _randomBulletDirs =
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{
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Direction.North,
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Direction.East,
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Direction.South,
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@@ -60,22 +61,32 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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base.Initialize();
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_appearance = Owner.GetComponent<AppearanceComponent>();
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_bulletDropRandom = new Random(Owner.Uid.GetHashCode() ^ DateTime.Now.GetHashCode());
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}
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public override void Startup()
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{
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base.Startup();
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_magazineSlot =
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ContainerManagerComponent.Ensure<ContainerSlot>("ballistic_gun_magazine", Owner,
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out var alreadyExisted);
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_bulletDropRandom = new Random(Owner.Uid.GetHashCode() ^ DateTime.Now.GetHashCode());
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if (!alreadyExisted && _defaultMagazine != null)
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{
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var magazine = Owner.EntityManager.SpawnEntity(_defaultMagazine);
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InsertMagazine(magazine, false);
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}
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else if (Magazine != null)
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{
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// Already got magazine from loading a container.
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Magazine.GetComponent<BallisticMagazineComponent>().OnAmmoCountChanged += _magazineAmmoCountChanged;
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}
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_updateAppearance();
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}
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public bool InsertMagazine(IEntity magazine, bool playSound=true)
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public bool InsertMagazine(IEntity magazine, bool playSound = true)
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{
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if (!magazine.TryGetComponent(out BallisticMagazineComponent component))
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{
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@@ -103,6 +114,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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audioSystem.Play(_magInSound, Owner);
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}
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component.OnAmmoCountChanged += _magazineAmmoCountChanged;
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if (GetChambered(0) == null)
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{
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// No bullet in chamber, load one from magazine.
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@@ -117,7 +129,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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return true;
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}
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public bool EjectMagazine(bool playSound=true)
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public bool EjectMagazine(bool playSound = true)
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{
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var entity = Magazine;
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if (entity == null)
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@@ -133,7 +145,9 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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var audioSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
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audioSystem.Play(_magOutSound, Owner);
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}
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_updateAppearance();
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entity.GetComponent<BallisticMagazineComponent>().OnAmmoCountChanged -= _magazineAmmoCountChanged;
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return true;
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}
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@@ -212,6 +226,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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return InsertMagazine(attackwith);
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}
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private void _magazineAmmoCountChanged()
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{
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_updateAppearance();
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}
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private void _updateAppearance()
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{
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if (Magazine != null)
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