using Content.Server.Weapon.Ranged.Ammunition.Components; using Content.Shared.Examine; using Content.Shared.Interaction; using Content.Shared.Popups; using Content.Shared.Verbs; using Robust.Server.GameObjects; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Timing; namespace Content.Server.Weapon.Ranged; public sealed partial class GunSystem : EntitySystem { [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly EffectSystem _effects = default!; [Dependency] private readonly SharedPopupSystem _popup = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnAmmoExamine); SubscribeLocalEvent(OnAmmoBoxInit); SubscribeLocalEvent(OnAmmoBoxMapInit); SubscribeLocalEvent(OnAmmoBoxExamine); SubscribeLocalEvent(OnAmmoBoxInteractUsing); SubscribeLocalEvent(OnAmmoBoxUse); SubscribeLocalEvent(OnAmmoBoxInteractHand); SubscribeLocalEvent(OnAmmoBoxAltVerbs); } }