40 lines
1.4 KiB
C#
40 lines
1.4 KiB
C#
using Content.Shared.Popups;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Serialization;
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namespace Content.Shared.PneumaticCannon;
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public abstract class SharedPneumaticCannonSystem : EntitySystem
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{
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[Dependency] protected readonly SharedContainerSystem Container = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PneumaticCannonComponent, AttemptShootEvent>(OnAttemptShoot);
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}
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private void OnAttemptShoot(EntityUid uid, PneumaticCannonComponent component, ref AttemptShootEvent args)
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{
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// if the cannon doesn't need gas then it will always predict firing
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if (component.GasUsage == 0f)
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return;
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// pneumatic cannon usually doesn't shoot bullets
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args.ThrowItems = component.ThrowItems;
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// we don't have atmos on shared, so just predict by the existence of a slot item
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// server will handle auto ejecting/not adding the slot item if it doesnt have enough gas,
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// so this won't mispredict
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if (!Container.TryGetContainer(uid, PneumaticCannonComponent.TankSlotId, out var container) ||
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container is not ContainerSlot slot || slot.ContainedEntity is null)
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{
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args.Cancelled = true;
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}
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}
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}
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