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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-09 05:35:53 +00:00
Shooting
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parent
1229613def
commit
341f76d885
17 changed files with 156 additions and 55 deletions
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@ -47,7 +47,7 @@ public partial class KeyboardInputProvider : InputProvider
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private void DelayedRegisterGameManager()
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{
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_mouseAImProvider = GetNodeOrNull<IMouseAimProvider>("MouseAimProvider");
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_mouseAImProvider = this.GetParent().GetNodeOrNull<IMouseAimProvider>("MouseAimProvider");
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if (_mouseAImProvider is null)
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{
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@ -57,10 +57,18 @@ public partial class KeyboardInputProvider : InputProvider
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if (GameManager.Instance is null)
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{
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GD.Print("No GameManager found for keyboard inputprovider");
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return;
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}
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else
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{
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GameManager.Instance.GameStateChange += InstanceOnGameStateChange;
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}
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GameManager.Instance.GameStateChange += InstanceOnGameStateChange;
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if (GameController.Instance is not null)
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{
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GameController.Instance.GameStateChange += InstanceOnGameStateChange;
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}
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_enabled = true;
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}
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@ -13,4 +13,5 @@ public partial class MouseAimProvider3D : Node3D, IMouseAimProvider
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return mouseWorldPos - screenPosition;
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}
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}
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@ -53,10 +53,12 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
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if (rightStickInput.Length() > 0.1f) // If the right stick is moved
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{
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PlayerStorage.FacingDirection = rightStickInput;
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PlayerStorage.AimingDirection = rightStickInput;
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}
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else if (movementInput != Vector2.Zero) // Fall back to movement direction
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{
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PlayerStorage.FacingDirection = movementInput;
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PlayerStorage.AimingDirection = rightStickInput;
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}
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// }
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@ -52,8 +52,10 @@ public partial class PlayerWeaponModule3D : ModuleBase<PlayerState, CharacterBod
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return;
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}
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if (!InputProvider.GetShootPressed()) return;
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WeaponProvider.Shoot(Storage.AimingDirection);
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if (InputProvider.GetShootPressed())
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{
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WeaponProvider.Shoot(Storage.AimingDirection);
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}
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}
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private void HandleWeaponSwitch()
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@ -221,9 +221,12 @@ public partial class PlayerWeaponProvider3D : Node
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if (maybeExistingWeapon is not null) return maybeExistingWeapon;
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var weapon = WeaponTemplate.Instantiate<Weapon3D>();
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this.AddChild(weapon);
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_parent.AddChild(weapon);
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weapon.GlobalPosition = _parent.GlobalPosition;
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//this.CreateSibling<Weapon>(WeaponTemplate);
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weapon.WeaponData = startingItem.WeaponData;
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weapon.WeaponData = startingItem.WeaponData3D;
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weapon.Sprite.Texture = startingItem.InventorySprite;
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@ -124,10 +124,10 @@ public partial class PoolingManager : Node
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private IBullet InstantiateBullet(BulletResource bulletData)
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{
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var bullet = bulletData.BulletScene.Instantiate<Bullet>();
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var bullet = bulletData.BulletScene.Instantiate<Node>();
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this.AddChild(bullet);
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//this.CreateChild<Bullet>(bulletData.BulletScene);
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return bullet;
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return bullet as IBullet;
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}
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}
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@ -17,6 +17,7 @@ public partial class LootItem : Resource
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[Export] public int Price { get; set; }
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[Export] public ItemEffectResource ItemEffect { get; private set; }
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[Export] public WeaponResource WeaponData { get; set; }
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[Export] public WeaponResource WeaponData3D { get; set; }
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[Export] public int Amount;
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[Export] public int Max;
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[Export] public bool PickupIfMaxed;
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@ -36,17 +36,17 @@ public partial class Bullet3D : Area3D, IBullet
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[Signal]
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public delegate void OnDestroyEventHandler();
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private AudioStreamPlayer2D _grazeSound;
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private GpuParticles2D _grazeParticles;
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private AudioStreamPlayer3D _grazeSound;
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private GpuParticles3D _grazeParticles;
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private CollisionShape2D _collisionShape2D;
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private CollisionShape3D _collisionShape;
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public override void _Ready()
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{
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_grazeSound = GetNodeOrNull<AudioStreamPlayer2D>("AudioStreamPlayer2D");
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_grazeParticles = GetNodeOrNull<GpuParticles2D>("GrazeParticles");
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_grazeSound = GetNodeOrNull<AudioStreamPlayer3D>("AudioStreamPlayer");
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_grazeParticles = GetNodeOrNull<GpuParticles3D>("GrazeParticles");
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_collisionShape2D = GetNode<CollisionShape2D>("CollisionShape2D");
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_collisionShape = GetNode<CollisionShape3D>("CollisionShape");
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}
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public void Initialize(BulletInfo bulletInfo, GameManager gameManager)
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@ -77,12 +77,12 @@ public partial class Bullet3D : Area3D, IBullet
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{
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Enabled = true;
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Show();
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if (this._collisionShape2D is null)
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if (this._collisionShape is null)
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{
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_collisionShape2D = GetNode<CollisionShape2D>("CollisionShape2D");
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_collisionShape = GetNode<CollisionShape3D>("CollisionShape");
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}
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_collisionShape2D.SetDeferred(CollisionShape2D.PropertyName.Disabled, false);
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_collisionShape.SetDeferred(CollisionShape3D.PropertyName.Disabled, false);
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}
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/// <summary>
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@ -96,12 +96,12 @@ public partial class Bullet3D : Area3D, IBullet
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Hide();
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}
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if (this._collisionShape2D is null)
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if (this._collisionShape is null)
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{
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_collisionShape2D = GetNode<CollisionShape2D>("CollisionShape2D");
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_collisionShape = GetNode<CollisionShape3D>("CollisionShape2D");
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}
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_collisionShape2D.SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
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_collisionShape.SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
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}
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public void Graze()
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@ -209,7 +209,9 @@ public partial class Bullet3D : Area3D, IBullet
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ControlBullet(delta);
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}
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//this.Position += ((float)(Speed * delta) * _direction);
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var newPos2D = ((float)(Speed * delta) * _direction);
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this.Position += new Vector3(newPos2D.X, 0, newPos2D.Y);
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}
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private void ControlBullet(double delta)
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@ -232,7 +234,7 @@ public partial class Bullet3D : Area3D, IBullet
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Destroy();
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}
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private void _on_body_entered(Node2D body)
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private void _on_body_entered(Node3D body)
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{
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if (body.IsInGroup("Solid"))
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{
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@ -247,7 +249,7 @@ public partial class Bullet3D : Area3D, IBullet
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// }
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}
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private void _on_area_entered(Area2D area)
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private void _on_area_entered(Area3D area)
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{
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if (area.IsInGroup("Solid"))
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{
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@ -5,7 +5,7 @@ using Godot;
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namespace Cirno.Scripts.Weapons;
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public partial class Weapon3D : Node
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public partial class Weapon3D : Node3D
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{
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[Export]
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public WeaponResource WeaponData { get; set; }
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@ -103,18 +103,18 @@ public partial class Weapon3D : Node
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}
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// Check for battery if it's used
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if (UsesBattery)
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{
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if (GameManager.Instance.Player.Shield.CurrentResource >= WeaponData.AmmoPerShot)
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{
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GameManager.Instance.Player.Shield.CurrentResource -= WeaponData.AmmoPerShot;
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}
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else
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{
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EmitSignalEmpty();
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return;
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}
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}
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// if (UsesBattery)
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// {
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// if (GameManager.Instance.Player.Shield.CurrentResource >= WeaponData.AmmoPerShot)
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// {
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// GameManager.Instance.Player.Shield.CurrentResource -= WeaponData.AmmoPerShot;
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// }
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// else
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// {
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// EmitSignalEmpty();
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// return;
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// }
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// }
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// Out of ammo?
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if (LoadedAmmo < WeaponData.AmmoPerShot)
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