using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons.Ranged
{
[Serializable, NetSerializable]
public class BallisticMagazineWeaponComponentState : ComponentState
{
///
/// True if a bullet is chambered.
///
public bool Chambered { get; }
///
/// Count of bullets in the magazine.
///
///
/// Null if no magazine is inserted.
///
public (int count, int max)? MagazineCount { get; }
public BallisticMagazineWeaponComponentState(bool chambered, (int count, int max)? magazineCount) : base(ContentNetIDs.BALLISTIC_MAGAZINE_WEAPON)
{
Chambered = chambered;
MagazineCount = magazineCount;
}
}
// BMW is "Ballistic Magazine Weapon" here.
///
/// Fired server -> client when the magazine in a Ballistic Magazine Weapon got auto-ejected.
///
[Serializable, NetSerializable]
public sealed class BmwComponentAutoEjectedMessage : ComponentMessage
{
}
}