using Robust.Shared.GameObjects; using Robust.Shared.Serialization; using System; using System.Collections.Generic; using System.Text; namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels { [Serializable, NetSerializable] public class BoltActionBarrelComponentState : ComponentState { public (bool chambered, bool spent) Chamber { get; } public FireRateSelector FireRateSelector { get; } public (int count, int max)? Magazine { get; } public string SoundGunshot { get; } public BoltActionBarrelComponentState( (bool chambered, bool spent) chamber, FireRateSelector fireRateSelector, (int count, int max)? magazine, string soundGunshot) : base(ContentNetIDs.BOLTACTION_BARREL) { Chamber = chamber; FireRateSelector = fireRateSelector; Magazine = magazine; SoundGunshot = soundGunshot; } } }