Shooting NPCs and more (#18042)
* Add pirate shooting * Shooting working * Basics working * Refactor time * More conversion * Update primitives * Update yml * weh * Building again * Draft * weh * b * Start shutdown * Starting to take form * Code side done * is it worky * Fix prototypes * stuff * Shitty working * Juke events working * Even more cleanup * RTX * Fix interaction combat mode and compquery * GetAmmoCount relays * Fix rotation speed * Juke fixes * fixes * weh * The collision avoidance never ends * Fixes * Pause support * framework * lazy * Fix idling * Fix drip * goobed * Fix takeover shutdown bug * Merge fixes * shitter * Fix carpos
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@@ -14,6 +14,7 @@ public abstract partial class SharedGunSystem
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protected virtual void InitializeMagazine()
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{
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SubscribeLocalEvent<MagazineAmmoProviderComponent, TakeAmmoEvent>(OnMagazineTakeAmmo);
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SubscribeLocalEvent<MagazineAmmoProviderComponent, GetAmmoCountEvent>(OnMagazineAmmoCount);
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SubscribeLocalEvent<MagazineAmmoProviderComponent, GetVerbsEvent<AlternativeVerb>>(OnMagazineVerb);
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SubscribeLocalEvent<MagazineAmmoProviderComponent, EntInsertedIntoContainerMessage>(OnMagazineSlotChange);
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SubscribeLocalEvent<MagazineAmmoProviderComponent, EntRemovedFromContainerMessage>(OnMagazineSlotChange);
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@@ -96,6 +97,16 @@ public abstract partial class SharedGunSystem
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return slot.ContainedEntity;
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}
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private void OnMagazineAmmoCount(EntityUid uid, MagazineAmmoProviderComponent component, ref GetAmmoCountEvent args)
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{
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var magEntity = GetMagazineEntity(uid);
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if (magEntity == null)
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return;
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RaiseLocalEvent(magEntity.Value, ref args);
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}
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private void OnMagazineTakeAmmo(EntityUid uid, MagazineAmmoProviderComponent component, TakeAmmoEvent args)
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{
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var magEntity = GetMagazineEntity(uid);
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