using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Events; using Robust.Shared.Map; namespace Content.Client.Weapons.Ranged.Systems; public sealed partial class GunSystem { protected override void InitializeBallistic() { base.InitializeBallistic(); SubscribeLocalEvent(OnBallisticAmmoCount); } private void OnBallisticAmmoCount(EntityUid uid, BallisticAmmoProviderComponent component, UpdateAmmoCounterEvent args) { if (args.Control is DefaultStatusControl control) { control.Update(GetBallisticShots(component), component.Capacity); } } protected override void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates) { if (!Timing.IsFirstTimePredicted) return; EntityUid? ent = null; // TODO: Combine with TakeAmmo if (component.Entities.Count > 0) { var existing = component.Entities[^1]; component.Entities.RemoveAt(component.Entities.Count - 1); Containers.Remove(existing, component.Container); EnsureShootable(existing); } else if (component.UnspawnedCount > 0) { component.UnspawnedCount--; ent = Spawn(component.Proto, coordinates); EnsureShootable(ent.Value); } if (ent != null && IsClientSide(ent.Value)) Del(ent.Value); var cycledEvent = new GunCycledEvent(); RaiseLocalEvent(uid, ref cycledEvent); } }