33 lines
1.1 KiB
C#
33 lines
1.1 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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// 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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