* Update GasTileOverlayState * Update DecalGridState * Update NavMapState * poke * poke2 * poke3 * Implement field deltas for guns * Content done * Update --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
42 lines
1.2 KiB
C#
42 lines
1.2 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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[DataField]
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public EntProtoId? 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(fieldDeltas: true)]
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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)]
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public EntProtoId Prototype;
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[ViewVariables(VVAccess.ReadWrite), DataField]
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[AutoNetworkedField]
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public bool Spent;
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/// <summary>
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/// Caseless ammunition.
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/// </summary>
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[DataField]
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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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