GunSystem.ChamberMagazine.cs 3.1 KB

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  1. using Content.Client.Weapons.Ranged.Components;
  2. using Content.Shared.Weapons.Ranged;
  3. using Content.Shared.Weapons.Ranged.Components;
  4. using Content.Shared.Weapons.Ranged.Events;
  5. using Content.Shared.Weapons.Ranged.Systems;
  6. using Robust.Client.GameObjects;
  7. using Robust.Shared.Containers;
  8. namespace Content.Client.Weapons.Ranged.Systems;
  9. public sealed partial class GunSystem
  10. {
  11. protected override void InitializeChamberMagazine()
  12. {
  13. base.InitializeChamberMagazine();
  14. SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AmmoCounterControlEvent>(OnChamberMagazineCounter);
  15. SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UpdateAmmoCounterEvent>(OnChamberMagazineAmmoUpdate);
  16. SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AppearanceChangeEvent>(OnChamberMagazineAppearance);
  17. }
  18. private void OnChamberMagazineAppearance(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ref AppearanceChangeEvent args)
  19. {
  20. if (args.Sprite == null ||
  21. !args.Sprite.LayerMapTryGet(GunVisualLayers.Base, out var boltLayer) ||
  22. !Appearance.TryGetData(uid, AmmoVisuals.BoltClosed, out bool boltClosed))
  23. {
  24. return;
  25. }
  26. // Maybe re-using base layer for this will bite me someday but screw you future sloth.
  27. if (boltClosed)
  28. {
  29. args.Sprite.LayerSetState(boltLayer, "icon");
  30. }
  31. else
  32. {
  33. args.Sprite.LayerSetState(boltLayer, "open");
  34. }
  35. }
  36. protected override void OnMagazineSlotChange(EntityUid uid, MagazineAmmoProviderComponent component, ContainerModifiedMessage args)
  37. {
  38. base.OnMagazineSlotChange(uid, component, args);
  39. if (ChamberSlot != args.Container.ID || args is not EntRemovedFromContainerMessage removedArgs)
  40. return;
  41. // This is dirty af. Prediction moment.
  42. // We may be predicting spawning entities and the engine just removes them from the container so we'll just delete them.
  43. if (IsClientSide(removedArgs.Entity))
  44. QueueDel(args.Entity);
  45. // AFAIK the only main alternative is having some client-specific handling via a bool or otherwise for the state.
  46. // 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
  47. // to avoid 6-7 additional entity spawns.
  48. }
  49. private void OnChamberMagazineCounter(EntityUid uid, ChamberMagazineAmmoProviderComponent component, AmmoCounterControlEvent args)
  50. {
  51. args.Control = new ChamberMagazineStatusControl();
  52. }
  53. private void OnChamberMagazineAmmoUpdate(EntityUid uid, ChamberMagazineAmmoProviderComponent component, UpdateAmmoCounterEvent args)
  54. {
  55. if (args.Control is not ChamberMagazineStatusControl control) return;
  56. var chambered = GetChamberEntity(uid);
  57. var magEntity = GetMagazineEntity(uid);
  58. var ammoCountEv = new GetAmmoCountEvent();
  59. if (magEntity != null)
  60. RaiseLocalEvent(magEntity.Value, ref ammoCountEv, false);
  61. control.Update(chambered != null, magEntity != null, ammoCountEv.Count, ammoCountEv.Capacity);
  62. }
  63. }