Refactor Barotrauma to be ECS. (#4674)
- Refactor IPressureProtection to be two different ECS events.
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@@ -1,21 +1,24 @@
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using Content.Server.Pressure;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Components
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{
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[RegisterComponent]
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public class PressureProtectionComponent : Component, IPressureProtection
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public class PressureProtectionComponent : Component
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{
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public override string Name => "PressureProtection";
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[ViewVariables]
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[DataField("highPressureMultiplier")]
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public float HighPressureMultiplier { get; private set; } = 1f;
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public float HighPressureMultiplier { get; } = 1f;
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[DataField("highPressureModifier")]
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public float HighPressureModifier { get; } = 0f;
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[ViewVariables]
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[DataField("lowPressureMultiplier")]
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public float LowPressureMultiplier { get; private set; } = 1f;
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public float LowPressureMultiplier { get; } = 1f;
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[DataField("lowPressureModifier")]
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public float LowPressureModifier { get; } = 0f;
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}
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}
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