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- using Content.Shared.Interaction;
- using Content.Shared.Weapons.Ranged.Components;
- namespace Content.Shared.Weapons.Ranged.Systems;
- /// <summary>
- /// Recharges ammo whenever the gun is cycled.
- /// </summary>
- public sealed class RechargeCycleAmmoSystem : EntitySystem
- {
- [Dependency] private readonly SharedGunSystem _gun = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<RechargeCycleAmmoComponent, ActivateInWorldEvent>(OnRechargeCycled);
- }
- private void OnRechargeCycled(EntityUid uid, RechargeCycleAmmoComponent component, ActivateInWorldEvent args)
- {
- if (!args.Complex)
- return;
- if (!TryComp<BasicEntityAmmoProviderComponent>(uid, out var basic) || args.Handled)
- return;
- if (basic.Count >= basic.Capacity || basic.Count == null)
- return;
- _gun.UpdateBasicEntityAmmoCount(uid, basic.Count.Value + 1, basic);
- Dirty(uid, basic);
- args.Handled = true;
- }
- }
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