using Content.Shared.Weapons.Ranged.Systems; using Robust.Shared.Spawners; namespace Content.Shared._DV.Weapons.Ranged.Upgrades; public sealed class GunUpgradeRangeSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnGunShot); } private void OnGunShot(Entity ent, ref GunShotEvent args) { foreach (var (ammo, _) in args.Ammo) { if (ammo is not {} uid) continue; Comp(uid).Lifetime *= ent.Comp.Coefficient; } } }