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- using Content.Shared.Popups;
- using Content.Shared.Weapons.Ranged.Systems;
- using Robust.Shared.Containers;
- using Robust.Shared.Serialization;
- namespace Content.Shared.PneumaticCannon;
- public abstract class SharedPneumaticCannonSystem : EntitySystem
- {
- [Dependency] protected readonly SharedContainerSystem Container = default!;
- [Dependency] protected readonly SharedPopupSystem Popup = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<PneumaticCannonComponent, AttemptShootEvent>(OnAttemptShoot);
- }
- private void OnAttemptShoot(EntityUid uid, PneumaticCannonComponent component, ref AttemptShootEvent args)
- {
- // if the cannon doesn't need gas then it will always predict firing
- if (component.GasUsage == 0f)
- return;
- // pneumatic cannon usually doesn't shoot bullets
- args.ThrowItems = component.ThrowItems;
- // we don't have atmos on shared, so just predict by the existence of a slot item
- // server will handle auto ejecting/not adding the slot item if it doesnt have enough gas,
- // so this won't mispredict
- if (!Container.TryGetContainer(uid, PneumaticCannonComponent.TankSlotId, out var container) ||
- container is not ContainerSlot slot || slot.ContainedEntity is null)
- {
- args.Cancelled = true;
- }
- }
- }
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