Read the pending burst, not Progress, as the mark that Trigger ran; sound the charged control by its own event
The cooldown now starts at a burst's first fired round, so Progress no longer moves at the trigger. IffAndCombatTests read CanFire (false while a burst is pending) instead, and the charged-weapon control uses the charge-start event name the sound bank resolves. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2 changed files with 4 additions and 4 deletions
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@ -652,7 +652,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
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r.Shooter.Target.Value = null;
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Aim(r, float2(0, 1));
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var weapon = (ChargedWeapon) r.Gun.Weapon;
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r.Gun.Item.SoundBank = new WwiseMetaSoundBank { IncludedEvents = new[] { new WwiseMetaObject { Id = 7, Name = "gun_fire" } } };
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r.Gun.Item.SoundBank = new WwiseMetaSoundBank { IncludedEvents = new[] { new WwiseMetaObject { Id = 7, Name = "gun_charge_play" } } };
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var starts = 0;
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var sounds = 0;
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weapon.OnStartCharging += () => starts++;
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@ -250,7 +250,7 @@ public sealed class IffAndCombatTests : IDisposable
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weapon.Activate();
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Assert.Equal(0f, weapon.Progress); // Trigger() was safed: no cooldown/burst was started
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Assert.True(weapon.CanFire); // Trigger() was safed: no burst was started
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}
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[Fact]
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@ -266,7 +266,7 @@ public sealed class IffAndCombatTests : IDisposable
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weapon.Activate();
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Assert.Equal(1f, weapon.Progress); // Trigger() ran: cooldown/burst started
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Assert.False(weapon.CanFire); // Trigger() ran: a burst is pending
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}
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[Fact]
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@ -279,7 +279,7 @@ public sealed class IffAndCombatTests : IDisposable
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weapon.Activate();
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Assert.Equal(1f, weapon.Progress);
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Assert.False(weapon.CanFire); // Trigger() ran: a burst is pending
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}
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[Fact]
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