Clumsy system refactor (#31147)
* First commit * Fixes * Added the noise * Renames * Timespan * Fixed space * entity -> ent * This shouldn't work * opps.... * Datafield name change * Better comments * small comment * Personal skill issue * Event renames and stuff * Couple fixes * Defib ref fixes (Silly me) * Added clumsy back! * no hard code clumsy! * Identity fix * Event name change * Comment change * Function name change * opp * Update names * Damage stuff! * Fixes! * Fixes * opps * This was hidden away!! * negative diff feeds me
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Content.Shared/Weapons/Ranged/Events/BeforeGunShootEvent.cs
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Content.Shared/Weapons/Ranged/Events/BeforeGunShootEvent.cs
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using Content.Shared.Inventory;
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using Content.Shared.Weapons.Ranged.Components;
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namespace Content.Shared.Weapons.Ranged.Events;
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/// <summary>
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/// This event is triggered on an entity right before they shoot a gun.
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/// </summary>
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public sealed partial class SelfBeforeGunShotEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = SlotFlags.WITHOUT_POCKET;
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public readonly EntityUid Shooter;
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public readonly Entity<GunComponent> Gun;
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public readonly List<(EntityUid? Entity, IShootable Shootable)> Ammo;
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public SelfBeforeGunShotEvent(EntityUid shooter, Entity<GunComponent> gun, List<(EntityUid? Entity, IShootable Shootable)> ammo)
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{
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Shooter = shooter;
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Gun = gun;
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Ammo = ammo;
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}
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}
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