* Moves spread data to new component * Refactors shotgun spread code * Makes shotgun cartridges and projectiles use new component * Attempts to fix nullable build error * Fixes hitscan weapons that I broke :( * Saviour commit? --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
42 lines
1.4 KiB
C#
42 lines
1.4 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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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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/// 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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[ViewVariables(VVAccess.ReadWrite), DataField("muzzleFlash", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? 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]
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public sealed partial class CartridgeAmmoComponent : AmmoComponent
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("proto", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Prototype = default!;
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[ViewVariables(VVAccess.ReadWrite), DataField("spent")]
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[AutoNetworkedField]
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public bool Spent = false;
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/// <summary>
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/// Caseless ammunition.
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/// </summary>
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[DataField("deleteOnSpawn")]
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public bool DeleteOnSpawn;
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[DataField("soundEject")]
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public SoundSpecifier? EjectSound = new SoundCollectionSpecifier("CasingEject");
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}
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