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* Entity<T>, skipping Magazine and ChamberMagazine * missed some * AUGH!! * ballistic examine * dotnet hates me * WHY ARE YOU CALLED THAT!!!! * cheers aada
99 lines
3.9 KiB
C#
99 lines
3.9 KiB
C#
using Content.Client.Weapons.Ranged.Components;
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using Content.Shared.Rounding;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client.GameObjects;
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namespace Content.Client.Weapons.Ranged.Systems;
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public sealed partial class GunSystem
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{
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private void InitializeMagazineVisuals()
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{
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SubscribeLocalEvent<MagazineVisualsComponent, ComponentInit>(OnMagazineVisualsInit);
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SubscribeLocalEvent<MagazineVisualsComponent, AppearanceChangeEvent>(OnMagazineVisualsChange);
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}
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private void OnMagazineVisualsInit(Entity<MagazineVisualsComponent> ent, ref ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(ent, out var sprite)) return;
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if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.Mag, out _, false))
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{
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_sprite.LayerSetRsiState((ent, sprite), GunVisualLayers.Mag, $"{ent.Comp.MagState}-{ent.Comp.MagSteps - 1}");
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_sprite.LayerSetVisible((ent, sprite), GunVisualLayers.Mag, false);
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}
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if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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_sprite.LayerSetRsiState((ent, sprite), GunVisualLayers.MagUnshaded, $"{ent.Comp.MagState}-unshaded-{ent.Comp.MagSteps - 1}");
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_sprite.LayerSetVisible((ent, sprite), GunVisualLayers.MagUnshaded, false);
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}
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}
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private void OnMagazineVisualsChange(Entity<MagazineVisualsComponent> ent, ref AppearanceChangeEvent args)
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{
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// tl;dr
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// 1.If no mag then hide it OR
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// 2. If step 0 isn't visible then hide it (mag or unshaded)
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// 3. Otherwise just do mag / unshaded as is
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var sprite = args.Sprite;
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if (sprite == null) return;
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if (!args.AppearanceData.TryGetValue(AmmoVisuals.MagLoaded, out var magloaded) ||
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magloaded is true)
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{
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if (!args.AppearanceData.TryGetValue(AmmoVisuals.AmmoMax, out var capacity))
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{
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capacity = ent.Comp.MagSteps;
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}
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if (!args.AppearanceData.TryGetValue(AmmoVisuals.AmmoCount, out var current))
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{
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current = ent.Comp.MagSteps;
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}
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var step = ContentHelpers.RoundToLevels((int)current, (int)capacity, ent.Comp.MagSteps);
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if (step == 0 && !ent.Comp.ZeroVisible)
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{
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if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.Mag, out _, false))
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{
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_sprite.LayerSetVisible((ent, sprite), GunVisualLayers.Mag, false);
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}
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if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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_sprite.LayerSetVisible((ent, sprite), GunVisualLayers.MagUnshaded, false);
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}
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return;
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}
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if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.Mag, out _, false))
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{
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_sprite.LayerSetVisible((ent, sprite), GunVisualLayers.Mag, true);
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_sprite.LayerSetRsiState((ent, sprite), GunVisualLayers.Mag, $"{ent.Comp.MagState}-{step}");
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}
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if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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_sprite.LayerSetVisible((ent, sprite), GunVisualLayers.MagUnshaded, true);
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_sprite.LayerSetRsiState((ent, sprite), GunVisualLayers.MagUnshaded, $"{ent.Comp.MagState}-unshaded-{step}");
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}
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}
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else
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{
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if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.Mag, out _, false))
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{
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_sprite.LayerSetVisible((ent, sprite), GunVisualLayers.Mag, false);
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}
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if (_sprite.LayerMapTryGet((ent, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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_sprite.LayerSetVisible((ent, sprite), GunVisualLayers.MagUnshaded, false);
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}
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}
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}
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}
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