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 RevolverBarrelComponentState : ComponentState { public int CurrentSlot { get; } public FireRateSelector FireRateSelector { get; } public bool?[] Bullets { get; } public string SoundGunshot { get; } public RevolverBarrelComponentState( int currentSlot, FireRateSelector fireRateSelector, bool?[] bullets, string soundGunshot) : base(ContentNetIDs.REVOLVER_BARREL) { CurrentSlot = currentSlot; FireRateSelector = fireRateSelector; Bullets = bullets; SoundGunshot = soundGunshot; } } }