using Content.Shared.Popups; using Content.Shared.Weapons.Ranged.Systems; using Robust.Shared.Containers; using Robust.Shared.Serialization; namespace Content.Shared.PneumaticCannon; public abstract class SharedPneumaticCannonSystem : EntitySystem { [Dependency] protected readonly SharedContainerSystem Container = default!; [Dependency] protected readonly SharedPopupSystem Popup = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnAttemptShoot); } private void OnAttemptShoot(EntityUid uid, PneumaticCannonComponent component, ref AttemptShootEvent args) { // if the cannon doesn't need gas then it will always predict firing if (component.GasUsage == 0f) return; // pneumatic cannon usually doesn't shoot bullets args.ThrowItems = component.ThrowItems; // we don't have atmos on shared, so just predict by the existence of a slot item // server will handle auto ejecting/not adding the slot item if it doesnt have enough gas, // so this won't mispredict if (!Container.TryGetContainer(uid, PneumaticCannonComponent.TankSlotId, out var container) || container is not ContainerSlot slot || slot.ContainedEntity is null) { args.Cancelled = true; } } }