Files
tbd-station-14/Content.Shared/Weapons/Ranged/Components/BallisticAmmoProviderComponent.cs
metalgearsloth 227a86f494 Re-implement hitscan sounds (#8581)
I forgor. Also added RW to ballistic prototype for funsies.
2022-06-02 12:01:50 +10:00

49 lines
1.8 KiB
C#

using Content.Shared.Sound;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Weapons.Ranged.Components;
[RegisterComponent, NetworkedComponent]
public sealed class BallisticAmmoProviderComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("soundRack")]
public SoundSpecifier? SoundRack = new SoundPathSpecifier("/Audio/Weapons/Guns/Cock/smg_cock.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("soundInsert")]
public SoundSpecifier? SoundInsert = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/bullet_insert.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("proto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? FillProto;
[ViewVariables(VVAccess.ReadWrite), DataField("capacity")]
public int Capacity = 30;
[ViewVariables(VVAccess.ReadWrite), DataField("unspawnedCount")]
public int UnspawnedCount;
[ViewVariables(VVAccess.ReadWrite), DataField("whitelist")]
public EntityWhitelist? Whitelist;
public Container Container = default!;
// TODO: Make this use stacks when the typeserializer is done.
[ViewVariables, DataField("entities")]
public List<EntityUid> Entities = new();
/// <summary>
/// Will the ammoprovider automatically cycle through rounds or does it need doing manually.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("autoCycle")]
public bool AutoCycle = true;
/// <summary>
/// Is the gun ready to shoot; if AutoCycle is true then this will always stay true and not need to be manually done.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("cycled")]
public bool Cycled = true;
}