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Use time offsets for gun and melee (#13041)
Doesn't stop the pickup serialization.
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@@ -5,6 +5,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Weapons.Melee;
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@@ -25,7 +26,7 @@ public sealed class MeleeWeaponComponent : Component
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/// <summary>
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/// Next time this component is allowed to light attack. Heavy attacks are wound up and never have a cooldown.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("nextAttack")]
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[ViewVariables(VVAccess.ReadWrite), DataField("nextAttack", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextAttack;
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/*
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@@ -2,6 +2,7 @@ using Content.Shared.Actions.ActionTypes;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Weapons.Ranged.Components;
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@@ -95,7 +96,7 @@ public class GunComponent : Component
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/// When the gun is next available to be shot.
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/// Can be set multiple times in a single tick due to guns firing faster than a single tick time.
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/// </summary>
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[DataField("nextFire")]
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[DataField("nextFire", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextFire = TimeSpan.Zero;
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/// <summary>
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