Files
tbd-station-14/Content.Shared/Weapons/Ranged/Components/AmmoComponent.cs
Kyle Tyo ca18576625 Predict base and damage examines of cartridge ammo. (#39401)
* commit

* requested changes +
2025-08-06 16:29:57 +02:00

49 lines
1.3 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Weapons.Ranged.Components;
/// <summary>
/// Allows the entity to be fired from a gun.
/// </summary>
[RegisterComponent, Virtual]
public partial class AmmoComponent : Component, IShootable
{
// Muzzle flash stored on ammo because if we swap a gun to whatever we may want to override it.
[DataField]
public EntProtoId? MuzzleFlash = "MuzzleFlashEffect";
}
/// <summary>
/// Spawns another prototype to be shot instead of itself.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true)]
public sealed partial class CartridgeAmmoComponent : AmmoComponent
{
/// <summary>
/// Prototype of the ammo to be shot.
/// </summary>
[DataField("proto", required: true)]
public EntProtoId Prototype;
/// <summary>
/// Is this cartridge spent?
/// </summary>
[DataField, AutoNetworkedField]
public bool Spent;
/// <summary>
/// Caseless ammunition.
/// </summary>
[DataField]
public bool DeleteOnSpawn;
/// <summary>
/// Sound the case makes when it leaves the weapon.
/// </summary>
[DataField("soundEject")]
public SoundSpecifier? EjectSound = new SoundCollectionSpecifier("CasingEject");
}