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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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[RegisterComponent]
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public class PowerSupplierComponent : BasePowerNetComponent
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{
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public override string Name => "PowerSupplier";
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[ViewVariables(VVAccess.ReadWrite)]
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public int SupplyRate { get => _supplyRate; set => SetSupplyRate(value); }
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private int _supplyRate;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _supplyRate, "supplyRate", 0);
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}
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protected override void AddSelfToNet(IPowerNet powerNet)
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{
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powerNet.AddSupplier(this);
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}
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protected override void RemoveSelfFromNet(IPowerNet powerNet)
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{
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powerNet.RemoveSupplier(this);
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}
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private void SetSupplyRate(int newSupplyRate)
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{
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Net.UpdateSupplierSupply(this, SupplyRate, newSupplyRate);
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_supplyRate = newSupplyRate;
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}
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}
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}
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