Merge branch 'master' into 20-06-24-movement-prediction
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using System;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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[RegisterComponent]
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public sealed class RevolverBarrelComponent : ServerRangedBarrelComponent
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{
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public override string Name => "RevolverBarrel";
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private BallisticCaliber _caliber;
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private Container _ammoContainer;
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private int _currentSlot = 0;
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public override int Capacity => _ammoSlots.Length;
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private IEntity[] _ammoSlots;
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public override int ShotsLeft => _ammoContainer.ContainedEntities.Count;
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private AppearanceComponent _appearanceComponent;
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// Sounds
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private string _soundEject;
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private string _soundInsert;
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private string _soundSpin;
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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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serializer.DataField(ref _caliber, "caliber", BallisticCaliber.Unspecified);
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if (serializer.Reading)
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{
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var capacity = serializer.ReadDataField("capacity", 6);
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_ammoSlots = new IEntity[capacity];
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}
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// TODO: Writing?
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// Sounds
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serializer.DataField(ref _soundEject, "soundEject", "/Audio/Guns/MagOut/revolver_magout.ogg");
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serializer.DataField(ref _soundInsert, "soundInsert", "/Audio/Guns/MagIn/revolver_magin.ogg");
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serializer.DataField(ref _soundSpin, "soundSpin", "/Audio/Guns/Misc/revolver_spin.ogg");
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}
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public override void Initialize()
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{
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base.Initialize();
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_ammoContainer = ContainerManagerComponent.Ensure<Container>($"{Name}-ammoContainer", Owner);
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if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
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{
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_appearanceComponent = appearanceComponent;
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}
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_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
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}
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private void UpdateAppearance()
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{
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// Placeholder, at this stage it's just here for the RPG
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_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, ShotsLeft > 0);
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_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
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_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
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}
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public bool TryInsertBullet(IEntity user, IEntity entity)
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{
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if (!entity.TryGetComponent(out AmmoComponent ammoComponent))
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{
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return false;
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}
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if (ammoComponent.Caliber != _caliber)
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{
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Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
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return false;
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}
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// Functions like a stack
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// These are inserted in reverse order but then when fired Cycle will go through in order
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// The reason we don't just use an actual stack is because spin can select a random slot to point at
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for (var i = _ammoSlots.Length - 1; i >= 0; i--)
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{
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var slot = _ammoSlots[i];
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if (slot == null)
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{
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_currentSlot = i;
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_ammoSlots[i] = entity;
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_ammoContainer.Insert(entity);
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if (_soundInsert != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundInsert, Owner.Transform.GridPosition, AudioParams.Default.WithVolume(-2));
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}
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// Dirty();
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UpdateAppearance();
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return true;
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}
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}
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Owner.PopupMessage(user, Loc.GetString("Ammo full"));
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return false;
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}
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public void Cycle()
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{
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// Move up a slot
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_currentSlot = (_currentSlot + 1) % _ammoSlots.Length;
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// Dirty();
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UpdateAppearance();
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}
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/// <summary>
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/// Russian Roulette
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/// </summary>
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public void Spin()
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{
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var random = IoCManager.Resolve<IRobustRandom>().Next(_ammoSlots.Length - 1);
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_currentSlot = random;
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if (_soundSpin != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundSpin, Owner.Transform.GridPosition, AudioParams.Default.WithVolume(-2));
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}
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}
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public override IEntity PeekAmmo()
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{
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return _ammoSlots[_currentSlot];
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}
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/// <summary>
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/// Takes a projectile out if possible
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/// IEnumerable just to make supporting shotguns saner
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/// </summary>
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/// <returns></returns>
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/// <exception cref="NotImplementedException"></exception>
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public override IEntity TakeProjectile()
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{
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var ammo = _ammoSlots[_currentSlot];
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IEntity bullet = null;
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if (ammo != null)
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{
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var ammoComponent = ammo.GetComponent<AmmoComponent>();
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bullet = ammoComponent.TakeBullet();
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if (ammoComponent.Caseless)
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{
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_ammoSlots[_currentSlot] = null;
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_ammoContainer.Remove(ammo);
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}
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}
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Cycle();
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UpdateAppearance();
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return bullet;
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}
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private void EjectAllSlots()
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{
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for (var i = 0; i < _ammoSlots.Length; i++)
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{
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var entity = _ammoSlots[i];
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if (entity == null)
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{
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continue;
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}
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_ammoContainer.Remove(entity);
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EjectCasing(entity);
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_ammoSlots[i] = null;
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}
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if (_ammoContainer.ContainedEntities.Count > 0)
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{
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if (_soundEject != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundEject, Owner.Transform.GridPosition, AudioParams.Default.WithVolume(-1));
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}
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}
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// May as well point back at the end?
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_currentSlot = _ammoSlots.Length - 1;
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return;
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}
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/// <summary>
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/// Eject all casings
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/// </summary>
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/// <param name="eventArgs"></param>
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/// <returns></returns>
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/// <exception cref="NotImplementedException"></exception>
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public override bool UseEntity(UseEntityEventArgs eventArgs)
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{
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EjectAllSlots();
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//Dirty();
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UpdateAppearance();
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return true;
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}
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public override bool InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return TryInsertBullet(eventArgs.User, eventArgs.Using);
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}
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[Verb]
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private sealed class SpinRevolverVerb : Verb<RevolverBarrelComponent>
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{
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protected override void GetData(IEntity user, RevolverBarrelComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = Loc.GetString("Spin");
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if (component.Capacity <= 1)
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Visibility = component.ShotsLeft > 0 ? VerbVisibility.Visible : VerbVisibility.Disabled;
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}
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protected override void Activate(IEntity user, RevolverBarrelComponent component)
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{
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component.Spin();
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component.Owner.PopupMessage(user, Loc.GetString("Spun the cylinder"));
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}
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}
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}
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}
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