* Update GasTileOverlayState * Update DecalGridState * Update NavMapState * poke * poke2 * poke3 * Implement field deltas for guns * Content done * Update --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
61 lines
2.1 KiB
C#
61 lines
2.1 KiB
C#
using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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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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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true), Access(typeof(SharedGunSystem))]
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public sealed partial class BallisticAmmoProviderComponent : Component
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{
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[DataField]
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public SoundSpecifier? SoundRack = new SoundPathSpecifier("/Audio/Weapons/Guns/Cock/smg_cock.ogg");
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[DataField]
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public SoundSpecifier? SoundInsert = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/bullet_insert.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public EntProtoId? Proto;
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public int Capacity = 30;
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public int Count => UnspawnedCount + Container.ContainedEntities.Count;
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public int UnspawnedCount;
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public EntityWhitelist? Whitelist;
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public Container Container = default!;
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// TODO: Make this use stacks when the typeserializer is done.
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// Realistically just point to the container.
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[DataField, AutoNetworkedField]
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public List<EntityUid> Entities = new();
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/// <summary>
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/// Is the magazine allowed to be manually cycled to eject a cartridge.
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/// </summary>
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/// <remarks>
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/// Set to false for entities like turrets to avoid users being able to cycle them.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public bool Cycleable = true;
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/// <summary>
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/// Is it okay for this entity to directly transfer its valid ammunition into another provider?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public bool MayTransfer;
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/// <summary>
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/// DoAfter delay for filling a bullet into another ballistic ammo provider.
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/// </summary>
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[DataField]
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public TimeSpan FillDelay = TimeSpan.FromSeconds(0.5);
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}
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