Files
tbd-station-14/Content.Client/GameObjects/Components/Weapons/Ranged/ClientRangedWeaponComponent.cs

40 lines
1.2 KiB
C#

using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Client.GameObjects.Components.Weapons.Ranged
{
// Yeah I put it all in the same enum, don't judge me
public enum RangedBarrelVisualLayers
{
Base,
BaseUnshaded,
Bolt,
Mag,
MagUnshaded,
}
[RegisterComponent]
public sealed class ClientRangedWeaponComponent : SharedRangedWeaponComponent
{
public FireRateSelector FireRateSelector { get; private set; } = FireRateSelector.Safety;
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
base.HandleComponentState(curState, nextState);
if (!(curState is RangedWeaponComponentState rangedState))
{
return;
}
FireRateSelector = rangedState.FireRateSelector;
}
public void SyncFirePos(GridId targetGrid, Vector2 targetPosition)
{
SendNetworkMessage(new FirePosComponentMessage(targetGrid, targetPosition));
}
}
}