* Cleanup warnings in MagazineVisualsSpriteTest * Cleanup warnings in WiresVisualizerSystem * Cleanup warnings in GunSystem.SpentAmmo * Cleanup warnings in GunSystem * Cleanup warnings in GunSystem.ChamberMagazine * Cleanup warnings in MeleeWeaponSystem.Effects * Cleanup warnings in ToggleableLightVisualsSystem * Cleanup warnings in StatusIconOverlay * Cleanup warnings in SpriteFadeSystem * Cleanup warnings in PdaVisualizerSystem * Cleanup warnings in EnvelopeSystem * Cleanup warnings in MechSystem * Cleanup warnings in MappingOverlay * Cleanup warnings in LockVisualizerSystem * Cleanup warnings in DragDropSystem * Cleanup warnings in GhostSystem * Cleanup warnings in TriggerSystem.Proximity * Cleanup warnings in DragonSystem * Cleanup warnings in PortableScrubberVisualsSystem * File-scoped namespace for PortableScrubberVisualsSystem
77 lines
3.2 KiB
C#
77 lines
3.2 KiB
C#
using Content.Client.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client.GameObjects;
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using Robust.Shared.Containers;
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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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protected override void InitializeChamberMagazine()
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{
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base.InitializeChamberMagazine();
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AmmoCounterControlEvent>(OnChamberMagazineCounter);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UpdateAmmoCounterEvent>(OnChamberMagazineAmmoUpdate);
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SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AppearanceChangeEvent>(OnChamberMagazineAppearance);
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}
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private void OnChamberMagazineAppearance(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null ||
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!_sprite.LayerMapTryGet((uid, args.Sprite), GunVisualLayers.Base, out var boltLayer, false) ||
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!Appearance.TryGetData(uid, AmmoVisuals.BoltClosed, out bool boltClosed))
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{
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return;
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}
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// Maybe re-using base layer for this will bite me someday but screw you future sloth.
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if (boltClosed)
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{
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_sprite.LayerSetRsiState((uid, args.Sprite), boltLayer, "base");
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}
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else
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{
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_sprite.LayerSetRsiState((uid, args.Sprite), boltLayer, "bolt-open");
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}
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}
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protected override void OnMagazineSlotChange(EntityUid uid, MagazineAmmoProviderComponent component, ContainerModifiedMessage args)
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{
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base.OnMagazineSlotChange(uid, component, args);
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if (ChamberSlot != args.Container.ID || args is not EntRemovedFromContainerMessage removedArgs)
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return;
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// This is dirty af. Prediction moment.
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// We may be predicting spawning entities and the engine just removes them from the container so we'll just delete them.
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if (IsClientSide(removedArgs.Entity))
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QueueDel(args.Entity);
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// AFAIK the only main alternative is having some client-specific handling via a bool or otherwise for the state.
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// which is much larger and I'm not sure how much better it is. It's bad enough we have to do it with revolvers
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// to avoid 6-7 additional entity spawns.
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}
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private void OnChamberMagazineCounter(EntityUid uid, ChamberMagazineAmmoProviderComponent component, AmmoCounterControlEvent args)
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{
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args.Control = new ChamberMagazineStatusControl();
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}
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private void OnChamberMagazineAmmoUpdate(EntityUid uid, ChamberMagazineAmmoProviderComponent component, UpdateAmmoCounterEvent args)
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{
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if (args.Control is not ChamberMagazineStatusControl control) return;
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var chambered = GetChamberEntity(uid);
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var magEntity = GetMagazineEntity(uid);
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var ammoCountEv = new GetAmmoCountEvent();
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if (magEntity != null)
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RaiseLocalEvent(magEntity.Value, ref ammoCountEv, false);
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control.Update(chambered != null, magEntity != null, ammoCountEv.Count, ammoCountEv.Capacity);
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}
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}
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