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- using Content.Client.Weapons.Ranged.Components;
- using Content.Shared.Weapons.Ranged;
- using Content.Shared.Weapons.Ranged.Components;
- using Content.Shared.Weapons.Ranged.Events;
- using Content.Shared.Weapons.Ranged.Systems;
- using Robust.Client.GameObjects;
- using Robust.Shared.Containers;
- namespace Content.Client.Weapons.Ranged.Systems;
- public sealed partial class GunSystem
- {
- protected override void InitializeChamberMagazine()
- {
- base.InitializeChamberMagazine();
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AmmoCounterControlEvent>(OnChamberMagazineCounter);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, UpdateAmmoCounterEvent>(OnChamberMagazineAmmoUpdate);
- SubscribeLocalEvent<ChamberMagazineAmmoProviderComponent, AppearanceChangeEvent>(OnChamberMagazineAppearance);
- }
- private void OnChamberMagazineAppearance(EntityUid uid, ChamberMagazineAmmoProviderComponent component, ref AppearanceChangeEvent args)
- {
- if (args.Sprite == null ||
- !args.Sprite.LayerMapTryGet(GunVisualLayers.Base, out var boltLayer) ||
- !Appearance.TryGetData(uid, AmmoVisuals.BoltClosed, out bool boltClosed))
- {
- return;
- }
- // Maybe re-using base layer for this will bite me someday but screw you future sloth.
- if (boltClosed)
- {
- args.Sprite.LayerSetState(boltLayer, "icon");
- }
- else
- {
- args.Sprite.LayerSetState(boltLayer, "bolt-open");
- }
- }
- protected override void OnMagazineSlotChange(EntityUid uid, MagazineAmmoProviderComponent component, ContainerModifiedMessage args)
- {
- base.OnMagazineSlotChange(uid, component, args);
- if (ChamberSlot != args.Container.ID || args is not EntRemovedFromContainerMessage removedArgs)
- return;
- // This is dirty af. Prediction moment.
- // We may be predicting spawning entities and the engine just removes them from the container so we'll just delete them.
- if (IsClientSide(removedArgs.Entity))
- QueueDel(args.Entity);
- // AFAIK the only main alternative is having some client-specific handling via a bool or otherwise for the state.
- // 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
- // to avoid 6-7 additional entity spawns.
- }
- private void OnChamberMagazineCounter(EntityUid uid, ChamberMagazineAmmoProviderComponent component, AmmoCounterControlEvent args)
- {
- args.Control = new ChamberMagazineStatusControl();
- }
- private void OnChamberMagazineAmmoUpdate(EntityUid uid, ChamberMagazineAmmoProviderComponent component, UpdateAmmoCounterEvent args)
- {
- if (args.Control is not ChamberMagazineStatusControl control) return;
- var chambered = GetChamberEntity(uid);
- var magEntity = GetMagazineEntity(uid);
- var ammoCountEv = new GetAmmoCountEvent();
- if (magEntity != null)
- RaiseLocalEvent(magEntity.Value, ref ammoCountEv, false);
- control.Update(chambered != null, magEntity != null, ammoCountEv.Count, ammoCountEv.Capacity);
- }
- }
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