using Content.Shared.Whitelist; using Robust.Shared.Audio; using Robust.Shared.Containers; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; namespace Content.Shared.Weapons.Ranged.Components; [RegisterComponent, NetworkedComponent] public sealed partial class RevolverAmmoProviderComponent : AmmoProviderComponent { /* * Revolver has an array of its slots of which we can fire from any index. * We also keep a separate array of slots we haven't spawned entities for, Chambers. This means that rather than creating * for example 7 entities when revolver spawns (1 for the revolver and 6 cylinders) we can instead defer it. */ [DataField("whitelist")] public EntityWhitelist? Whitelist; public Container AmmoContainer = default!; [DataField("currentSlot")] public int CurrentIndex; [DataField("capacity")] public int Capacity = 6; // Like BallisticAmmoProvider we defer spawning until necessary // AmmoSlots is the instantiated ammo and Chambers is the unspawned ammo (that may or may not have been shot). // TODO: Using an array would be better but this throws! [DataField("ammoSlots")] public List AmmoSlots = new(); [DataField("chambers")] public bool?[] Chambers = Array.Empty(); [DataField("proto", customTypeSerializer:typeof(PrototypeIdSerializer))] public string? FillPrototype = "CartridgeMagnum"; [DataField("soundEject")] public SoundSpecifier? SoundEject = new SoundPathSpecifier("/Audio/Weapons/Guns/MagOut/revolver_magout.ogg"); [DataField("soundInsert")] public SoundSpecifier? SoundInsert = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/revolver_magin.ogg"); [DataField("soundSpin")] public SoundSpecifier? SoundSpin = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/revolver_spin.ogg"); }