43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Map;
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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<GunComponent>();
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while (query.MoveNext(out var uid, out var gun))
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{
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if (gun.NextFire > Timing.CurTime)
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continue;
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if (TryComp(uid, out AutoShootGunComponent? autoShoot))
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{
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if (!autoShoot.Enabled)
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continue;
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AttemptShoot(uid, gun);
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}
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else if (gun.BurstActivated)
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{
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var parent = _transform.GetParentUid(uid);
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if (HasComp<DamageableComponent>(parent))
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AttemptShoot(parent, uid, gun, gun.ShootCoordinates ?? new EntityCoordinates(uid, gun.DefaultDirection));
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else
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AttemptShoot(uid, gun);
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}
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}
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}
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}
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