6
2026-01-18 12:53:36 +03:00

45 lines
1.4 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Weapons.Ranged.Components;
namespace Content.Shared.Weapons.Ranged.Systems;
public sealed class ActionGunSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedGunSystem _gun = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ActionGunComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ActionGunComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<ActionGunComponent, ActionGunShootEvent>(OnShoot);
}
private void OnMapInit(Entity<ActionGunComponent> ent, ref MapInitEvent args)
{
if (string.IsNullOrEmpty(ent.Comp.Action))
return;
_actions.AddAction(ent, ref ent.Comp.ActionEntity, ent.Comp.Action);
ent.Comp.Gun = Spawn(ent.Comp.GunProto);
}
private void OnShutdown(Entity<ActionGunComponent> ent, ref ComponentShutdown args)
{
if (ent.Comp.Gun is {} gun)
QueueDel(gun);
}
private void OnShoot(Entity<ActionGunComponent> ent, ref ActionGunShootEvent args)
{
if (TryComp<GunComponent>(ent.Comp.Gun, out var gun))
{
_gun.AttemptShoot(ent, ent.Comp.Gun.Value, gun, args.Target);
args.Handled = true; // Frontier: set handled
}
}
}