* Automatically add trash tag to spent bullet casings * Resolving comments * 2 * Update Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
55 lines
1.5 KiB
C#
55 lines
1.5 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// Allows the entity to be fired from a gun.
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/// </summary>
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[RegisterComponent, Virtual]
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public partial class AmmoComponent : Component, IShootable
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{
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// Muzzle flash stored on ammo because if we swap a gun to whatever we may want to override it.
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[DataField]
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public EntProtoId? MuzzleFlash = "MuzzleFlashEffect";
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}
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/// <summary>
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/// Spawns another prototype to be shot instead of itself.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true)]
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public sealed partial class CartridgeAmmoComponent : AmmoComponent
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{
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/// <summary>
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/// Prototype of the ammo to be shot.
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/// </summary>
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[DataField("proto", required: true)]
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public EntProtoId Prototype;
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/// <summary>
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/// Is this cartridge spent?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Spent;
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/// <summary>
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/// Is this cartridge automatically marked as trash once spent?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool MarkSpentAsTrash = true;
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/// <summary>
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/// Caseless ammunition.
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/// </summary>
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[DataField]
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public bool DeleteOnSpawn;
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/// <summary>
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/// Sound the case makes when it leaves the weapon.
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/// </summary>
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[DataField("soundEject")]
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public SoundSpecifier? EjectSound = new SoundCollectionSpecifier("CasingEject");
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}
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