Gun cleanup (#18682)
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@@ -50,7 +50,7 @@ public abstract partial class SharedGunSystem
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Audio.PlayPredicted(component.SoundInsert, uid, args.User);
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args.Handled = true;
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UpdateBallisticAppearance(uid, component);
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Dirty(component);
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Dirty(uid, component);
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}
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private void OnBallisticAfterInteract(EntityUid uid, BallisticAmmoProviderComponent component, AfterInteractEvent args)
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@@ -161,7 +161,7 @@ public abstract partial class SharedGunSystem
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gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRate);
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}
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Dirty(component);
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Dirty(uid, component);
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Audio.PlayPredicted(component.SoundRack, uid, user);
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var shots = GetBallisticShots(component);
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@@ -190,7 +190,7 @@ public abstract partial class SharedGunSystem
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if (component.FillProto != null)
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{
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component.UnspawnedCount = Math.Max(0, component.Capacity - component.Container.ContainedEntities.Count);
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Dirty(component);
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Dirty(uid, component);
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}
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}
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@@ -252,7 +252,7 @@ public abstract partial class SharedGunSystem
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}
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UpdateBallisticAppearance(uid, component);
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Dirty(component);
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Dirty(uid, component);
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}
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private void OnBallisticAmmoCount(EntityUid uid, BallisticAmmoProviderComponent component, ref GetAmmoCountEvent args)
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