Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: T-Stalker <le0nel_1van@hotmail.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
35 lines
970 B
C#
35 lines
970 B
C#
using Content.Client.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client.GameObjects;
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namespace Content.Client.Weapons.Ranged.Systems;
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public sealed partial class GunSystem
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{
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private void InitializeSpentAmmo()
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{
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SubscribeLocalEvent<SpentAmmoVisualsComponent, AppearanceChangeEvent>(OnSpentAmmoAppearance);
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}
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private void OnSpentAmmoAppearance(EntityUid uid, SpentAmmoVisualsComponent component, ref AppearanceChangeEvent args)
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{
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var sprite = args.Sprite;
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if (sprite == null) return;
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if (!args.AppearanceData.TryGetValue(AmmoVisuals.Spent, out var varSpent))
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{
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return;
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}
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var spent = (bool) varSpent;
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string state;
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if (spent)
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state = component.Suffix ? $"{component.State}-spent" : "spent";
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else
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state = component.State;
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sprite.LayerSetState(AmmoVisualLayers.Base, state);
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}
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}
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