34 lines
1.1 KiB
C#
34 lines
1.1 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// Simply provides a certain capacity of entities that cannot be reloaded through normal means and have
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/// no special behavior like cycling, magazine
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class BasicEntityAmmoProviderComponent : AmmoProviderComponent
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("proto", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Proto = default!;
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/// <summary>
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/// Max capacity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("capacity")]
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[AutoNetworkedField]
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public int? Capacity = null;
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/// <summary>
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/// Actual ammo left. Initialized to capacity unless they are non-null and differ.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("count")]
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[AutoNetworkedField]
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public int? Count = null;
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}
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