public void ServerPerformInteraction(InventoryApply interaction) { //TODO: switch this trait to the circular saw when that is implemented if (Validations.HasItemTrait(interaction.UsedObject, CommonTraits.Instance.Welder) && gunComp.FireCountDown == 0) { if (isSawn) { Chat.AddExamineMsg(interaction.Performer, $"The {gameObject.ExpensiveName()} is already shortened!"); } if (ammoBackfire && gunComp.CurrentMagazine.ServerAmmoRemains != 0) { gunComp.ServerShoot(interaction.Performer, Vector2.zero, BodyPartType.Head, true); Chat.AddActionMsgToChat(interaction.Performer, $"The {gameObject.ExpensiveName()} goes off in your face!", $"The {gameObject.ExpensiveName()} goes off in {interaction.Performer.ExpensiveName()}'s face!"); } else { Chat.AddActionMsgToChat(interaction.Performer, $"You shorten the {gameObject.ExpensiveName()}.", $"{interaction.Performer.ExpensiveName()} shortens the {gameObject.ExpensiveName()}"); itemAttComp.ServerSetSize(sawnSize); spriteHandler.ChangeSprite(1); // Don't overwrite recoil conf if it isn't setup if (SawnCameraRecoilConfig.Distance != 0f) { gunComp.SyncCameraRecoilConfig(gunComp.CameraRecoilConfig, SawnCameraRecoilConfig); } gunComp.MaxRecoilVariance = sawnMaxRecoilVariance; isSawn = true; } } // Propagates the InventoryApply Interaction to the Gun component for all basic gun InventoryApply interactions. gunComp.ServerPerformInteraction(interaction); }