* setup codebase * make auto-fire, but its broken * collider problem * fix rate, add toggle port * add laser * power cages * ginormous cells * fix inhand * add pirate cannon * salvage gun * functional Nuke cannon * rewrite to standart grenade * fix naming, add emp sprite * grenade cartridge * thruster fix * nuke cannon * audio + visual polish * balance tweak * tweaks * laser balance tweak: new Electronic damage modifier set, reduce structural cannon damage * resprite energy cages, start implementing in game * fix cage recharger craft * add small laser gun * fix colliders * add lasers and ptk to research and crafting * finish implementing weapon to rnd and sec * some fixes * splitted grenades and cannon balls * integrate new cannon balls * tweaks stick * move circuits to sectechfab, fix * fix? * add ability to E shoot, without signals * fix! * fix?!?! and naming tweak * go! * Lank fix * oh * mornings don't start with coffee. * the morning starts with bug fixes. * fucking bugs! * finally * it is now possible to craft projectiles separately from cartridges * +2 fix * refactor * piu * More weight * add AutoShootGunComponent * move autoshoot to partial * SetEnabled() * some fixes * remove CanShootWithoutUser field * remove null-checks ToCoordinates from AttemptShoot() * war without reason * return to home * ? * forgot remove it * review * Fix formatting and update path --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
30 lines
790 B
C#
30 lines
790 B
C#
using Content.Shared.Weapons.Ranged.Components;
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namespace Content.Server.Weapons.Ranged.Systems;
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public sealed partial class GunSystem
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{
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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/*
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* On server because client doesn't want to predict other's guns.
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*/
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// Automatic firing without stopping if the AutoShootGunComponent component is exist and enabled
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var query = EntityQueryEnumerator<AutoShootGunComponent, GunComponent>();
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while (query.MoveNext(out var uid, out var autoShoot, out var gun))
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{
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if (!autoShoot.Enabled)
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continue;
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if (gun.NextFire > Timing.CurTime)
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continue;
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AttemptShoot(uid, gun);
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}
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}
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}
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