using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Events; using Robust.Shared.Map; namespace Content.Server.Weapons.Ranged.Systems; public sealed partial class GunSystem { protected override void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates) { EntityUid? ent = null; // TODO: Combine with TakeAmmo if (component.Entities.Count > 0) { var existing = component.Entities[^1]; component.Entities.RemoveAt(component.Entities.Count - 1); DirtyField(uid, component, nameof(BallisticAmmoProviderComponent.Entities)); Containers.Remove(existing, component.Container); EnsureShootable(existing); } else if (component.UnspawnedCount > 0) { component.UnspawnedCount--; DirtyField(uid, component, nameof(BallisticAmmoProviderComponent.UnspawnedCount)); ent = Spawn(component.Proto, coordinates); EnsureShootable(ent.Value); } if (ent != null) EjectCartridge(ent.Value); var cycledEvent = new GunCycledEvent(); RaiseLocalEvent(uid, ref cycledEvent); } }