Changes to "Burst" firemode; Drozd, WT550 and C20-r (#31292)
* Initial commit * Change burst fire variable to be a set value rather than a multiplier
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@@ -1,4 +1,6 @@
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using Content.Shared.Damage;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Map;
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namespace Content.Server.Weapons.Ranged.Systems;
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@@ -13,17 +15,28 @@ public sealed partial class GunSystem
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*/
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// Automatic firing without stopping if the AutoShootGunComponent component is exist and enabled
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var query = EntityQueryEnumerator<AutoShootGunComponent, GunComponent>();
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var query = EntityQueryEnumerator<GunComponent>();
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while (query.MoveNext(out var uid, out var autoShoot, out var gun))
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while (query.MoveNext(out var uid, out var gun))
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{
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if (!autoShoot.Enabled)
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continue;
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if (gun.NextFire > Timing.CurTime)
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continue;
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AttemptShoot(uid, gun);
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if (TryComp(uid, out AutoShootGunComponent? autoShoot))
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{
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if (!autoShoot.Enabled)
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continue;
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AttemptShoot(uid, gun);
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}
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else if (gun.BurstActivated)
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{
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var parent = _transform.GetParentUid(uid);
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if (HasComp<DamageableComponent>(parent))
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AttemptShoot(parent, uid, gun, gun.ShootCoordinates ?? new EntityCoordinates(uid, gun.DefaultDirection));
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else
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AttemptShoot(uid, gun);
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}
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}
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}
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}
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