Delta-v/Content.Server/Weapons/Ranged/Systems/GunSystem.Ballistic.cs

38 lines
1.2 KiB
C#

using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Map;
namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem
{
protected override void Cycle(Entity<BallisticAmmoProviderComponent> ent, MapCoordinates coordinates)
{
EntityUid? ammoEnt = null;
// TODO: Combine with TakeAmmo
if (ent.Comp.Entities.Count > 0)
{
var existing = ent.Comp.Entities[^1];
ent.Comp.Entities.RemoveAt(ent.Comp.Entities.Count - 1);
DirtyField(ent.AsNullable(), nameof(BallisticAmmoProviderComponent.Entities));
Containers.Remove(existing, ent.Comp.Container);
EnsureShootable(existing);
}
else if (ent.Comp.UnspawnedCount > 0)
{
ent.Comp.UnspawnedCount--;
DirtyField(ent.AsNullable(), nameof(BallisticAmmoProviderComponent.UnspawnedCount));
ammoEnt = Spawn(ent.Comp.Proto, coordinates);
EnsureShootable(ammoEnt.Value);
}
if (ammoEnt != null)
EjectCartridge(ammoEnt.Value);
var cycledEvent = new GunCycledEvent();
RaiseLocalEvent(ent, ref cycledEvent);
}
}