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crystall-punk-14/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.BasicEntity.cs

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using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Ranged.Systems;
public abstract partial class SharedGunSystem
{
protected virtual void InitializeBasicEntity()
{
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SubscribeLocalEvent<BasicEntityAmmoProviderComponent, MapInitEvent>(OnBasicEntityMapInit);
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SubscribeLocalEvent<BasicEntityAmmoProviderComponent, TakeAmmoEvent>(OnBasicEntityTakeAmmo);
SubscribeLocalEvent<BasicEntityAmmoProviderComponent, GetAmmoCountEvent>(OnBasicEntityAmmoCount);
}
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private void OnBasicEntityMapInit(EntityUid uid, BasicEntityAmmoProviderComponent component, MapInitEvent args)
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{
if (component.Count is null)
{
component.Count = component.Capacity;
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Dirty(uid, component);
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}
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UpdateBasicEntityAppearance(uid, component);
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}
private void OnBasicEntityTakeAmmo(EntityUid uid, BasicEntityAmmoProviderComponent component, TakeAmmoEvent args)
{
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for (var i = 0; i < args.Shots; i++)
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{
if (component.Count <= 0)
return;
if (component.Count != null)
{
component.Count--;
}
var ent = Spawn(component.Proto, args.Coordinates);
args.Ammo.Add((ent, EnsureShootable(ent)));
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}
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_recharge.Reset(uid);
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UpdateBasicEntityAppearance(uid, component);
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Dirty(uid, component);
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}
private void OnBasicEntityAmmoCount(EntityUid uid, BasicEntityAmmoProviderComponent component, ref GetAmmoCountEvent args)
{
args.Capacity = component.Capacity ?? int.MaxValue;
args.Count = component.Count ?? int.MaxValue;
}
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private void UpdateBasicEntityAppearance(EntityUid uid, BasicEntityAmmoProviderComponent component)
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{
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if (!Timing.IsFirstTimePredicted || !TryComp<AppearanceComponent>(uid, out var appearance))
return;
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Appearance.SetData(uid, AmmoVisuals.HasAmmo, component.Count != 0, appearance);
Appearance.SetData(uid, AmmoVisuals.AmmoCount, component.Count ?? int.MaxValue, appearance);
Appearance.SetData(uid, AmmoVisuals.AmmoMax, component.Capacity ?? int.MaxValue, appearance);
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}
#region Public API
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public bool ChangeBasicEntityAmmoCount(EntityUid uid, int delta, BasicEntityAmmoProviderComponent? component = null)
{
if (!Resolve(uid, ref component, false) || component.Count == null)
return false;
return UpdateBasicEntityAmmoCount(uid, component.Count.Value + delta, component);
}
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public bool UpdateBasicEntityAmmoCount(EntityUid uid, int count, BasicEntityAmmoProviderComponent? component = null)
{
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if (!Resolve(uid, ref component, false))
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return false;
if (count > component.Capacity)
return false;
component.Count = count;
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UpdateBasicEntityAppearance(uid, component);
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UpdateAmmoCount(uid);
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Dirty(uid, component);
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return true;
}
#endregion
}