Aetheria/Assets/Scripts/ServerShared/Behaviors/AutoWeapon.cs
soul 46912a20c8 A trigger is the weapon's own state: a tap fires one burst and a held trigger fires its cooldown's rounds at any tick; a step resolves its rounds in fire-time order; the idle-clamp test really idles
InstantWeapon repeats while its trigger is down (Activate to Deactivate), not when it was pulled this step; AutoWeapon's override of that is gone. FireControl keeps the shot queue in fire-time order (ties by shot id) and Step walks it oldest first.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:43 +02:00

24 lines
658 B
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class AutoWeaponData : InstantWeaponData
{
public override Behavior CreateInstance(EquippedItem item)
{
return new AutoWeapon(this, item);
}
}
public class AutoWeapon : InstantWeapon
{
public AutoWeapon(InstantWeaponData data, EquippedItem item) : base(data, item) { }
public AutoWeapon(InstantWeaponData data, ConsumableItemEffect item) : base(data, item) { }
}