using Robust.Shared.Audio; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared._RMC14.Weapons.Ranged; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(BreechLoadedSystem))] public sealed partial class BreechLoadedComponent : Component { [DataField, AutoNetworkedField] public bool Open; /// /// If this is set to true, the user must open and close the breech between every shot. /// [DataField, AutoNetworkedField] public bool NeedOpenClose; [DataField, AutoNetworkedField] public bool Ready; [DataField, AutoNetworkedField] public SoundSpecifier OpenSound = new SoundPathSpecifier("/Audio/_RMC14/Weapons/Guns/Breech/ugl_open.ogg", AudioParams.Default.WithVolume(-6.5f)); [DataField, AutoNetworkedField] public SoundSpecifier CloseSound = new SoundPathSpecifier("/Audio/_RMC14/Weapons/Guns/Breech/ugl_close.ogg", AudioParams.Default.WithVolume(-6.5f)); [DataField, AutoNetworkedField] public bool ShowBreechOpen = true; } [Serializable, NetSerializable] public enum BreechVisuals : byte { Open }