using Content.Shared.Weapons.Ranged.Components; namespace Content.Server.Weapons.Ranged.Systems; public sealed partial class GunSystem { public override void Update(float frameTime) { base.Update(frameTime); /* * On server because client doesn't want to predict other's guns. */ // Automatic firing without stopping if the AutoShootGunComponent component is exist and enabled var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var autoShoot, out var gun)) { if (!autoShoot.Enabled) continue; if (gun.NextFire > Timing.CurTime) continue; AttemptShoot(uid, gun); } } }