* ok basic shit * second part * pretend it isn't real it can't hurt you. * 👁️ 👁️ * shadowcommander review
35 lines
1021 B
C#
35 lines
1021 B
C#
using Content.Shared.Interaction;
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using Content.Shared.Weapons.Ranged.Components;
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namespace Content.Shared.Weapons.Ranged.Systems;
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/// <summary>
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/// Recharges ammo whenever the gun is cycled.
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/// </summary>
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public sealed class RechargeCycleAmmoSystem : EntitySystem
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{
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[Dependency] private readonly SharedGunSystem _gun = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RechargeCycleAmmoComponent, ActivateInWorldEvent>(OnRechargeCycled);
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}
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private void OnRechargeCycled(EntityUid uid, RechargeCycleAmmoComponent component, ActivateInWorldEvent args)
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{
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if (!args.Complex)
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return;
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if (!TryComp<BasicEntityAmmoProviderComponent>(uid, out var basic) || args.Handled)
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return;
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if (basic.Count >= basic.Capacity || basic.Count == null)
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return;
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_gun.UpdateBasicEntityAmmoCount(uid, basic.Count.Value + 1, basic);
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Dirty(uid, basic);
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args.Handled = true;
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}
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}
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