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