public override void HandleComponentState(ComponentState curState, ComponentState nextState)
        {
            base.HandleComponentState(curState, nextState);
            if (!(curState is RangedWeaponComponentState rangedState))
            {
                return;
            }

            FireRateSelector = rangedState.FireRateSelector;
        }
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        public void ChangeFireSelector(FireRateSelector rateSelector)
        {
            if ((rateSelector & AllRateSelectors) != 0)
            {
                _fireRateSelector = rateSelector;
                return;
            }

            throw new InvalidOperationException();
        }
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 public RevolverBarrelComponentState(
     int currentSlot,
     FireRateSelector fireRateSelector,
     bool?[] bullets,
     string?soundGunshot)
 {
     CurrentSlot      = currentSlot;
     FireRateSelector = fireRateSelector;
     Bullets          = bullets;
     SoundGunshot     = soundGunshot;
 }
 public RevolverBarrelComponentState(
     int currentSlot,
     FireRateSelector fireRateSelector,
     bool?[] bullets,
     string?soundGunshot) :
     base(ContentNetIDs.REVOLVER_BARREL)
 {
     CurrentSlot      = currentSlot;
     FireRateSelector = fireRateSelector;
     Bullets          = bullets;
     SoundGunshot     = soundGunshot;
 }
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 public RangedWeaponComponentState(
     FireRateSelector fireRateSelector
     ) : base(ContentNetIDs.RANGED_WEAPON)
 {
     FireRateSelector = fireRateSelector;
 }
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 public RangedWeaponComponentState(
     FireRateSelector fireRateSelector
     )
 {
     FireRateSelector = fireRateSelector;
 }