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- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
- namespace Content.Shared.Weapons.Ranged.Components;
- /// <summary>
- /// Simply provides a certain capacity of entities that cannot be reloaded through normal means and have
- /// no special behavior like cycling, magazine
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class BasicEntityAmmoProviderComponent : AmmoProviderComponent
- {
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("proto", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
- public string Proto = default!;
- /// <summary>
- /// Max capacity.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("capacity")]
- [AutoNetworkedField]
- public int? Capacity = null;
- /// <summary>
- /// Actual ammo left. Initialized to capacity unless they are non-null and differ.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("count")]
- [AutoNetworkedField]
- public int? Count = null;
- }
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