Gun refactor (#8301)
Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: T-Stalker <le0nel_1van@hotmail.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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using Content.Shared.Sound;
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using Content.Shared.Weapons.Ranged.Components;
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namespace Content.Shared.Weapons.Ranged;
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/// <summary>
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/// Wrapper around a magazine (handled via ItemSlot). Passes all AmmoProvider logic onto it.
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/// </summary>
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[RegisterComponent, Virtual]
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public class MagazineAmmoProviderComponent : AmmoProviderComponent
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("soundAutoEject")]
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public SoundSpecifier? SoundAutoEject = new SoundPathSpecifier("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg");
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/// <summary>
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/// Should the magazine automatically eject when empty.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("autoEject")]
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public bool AutoEject = false;
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}
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