Ranged weapon firing does not depend on DefaultGrid anymore.
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@@ -1,6 +1,7 @@
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.Components.Weapons.Ranged
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{
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@@ -30,9 +31,9 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged
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FireRateSelector = rangedState.FireRateSelector;
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}
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public void SyncFirePos(GridCoordinates worldPos)
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public void SyncFirePos(GridId targetGrid, Vector2 targetPosition)
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{
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SendNetworkMessage(new FirePosComponentMessage(worldPos));
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SendNetworkMessage(new FirePosComponentMessage(targetGrid, targetPosition));
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}
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}
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}
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}
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