Added enum types (#2701)
This commit is contained in:
@@ -12,7 +12,7 @@ namespace Content.Client.Chat
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{
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public abstract class SpeechBubble : Control
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{
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public enum SpeechType
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public enum SpeechType : byte
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{
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Emote,
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Say
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@@ -81,7 +81,7 @@ namespace Content.Client.GameObjects.Components.Atmos
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}
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}
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public enum FireVisualLayers
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public enum FireVisualLayers : byte
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{
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Fire
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}
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@@ -66,7 +66,7 @@ namespace Content.Client.GameObjects.Components.Atmos
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return stateId;
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}
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private enum Layer
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private enum Layer : byte
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{
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PipeBase,
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}
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@@ -41,7 +41,7 @@ namespace Content.Client.GameObjects.Components.Atmos
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sprite.LayerSetVisible(pumpEnabledLayer, pumpVisualState.PumpEnabled);
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}
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public enum Layer
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public enum Layer : byte
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{
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PumpEnabled,
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}
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@@ -64,7 +64,7 @@ namespace Content.Client.GameObjects.Components.Atmos
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sprite.LayerSetVisible(baseSiphonLayer, true);
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}
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private enum Layer
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private enum Layer : byte
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{
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SiphonBase,
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}
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@@ -94,7 +94,7 @@ namespace Content.Client.GameObjects.Components.Atmos
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}
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}
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public enum VaporVisualLayers
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public enum VaporVisualLayers : byte
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{
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Base
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}
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@@ -64,7 +64,7 @@ namespace Content.Client.GameObjects.Components.Atmos
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sprite.LayerSetVisible(baseVentLayer, true);
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}
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private enum Layer
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private enum Layer : byte
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{
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VentBase,
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}
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@@ -93,7 +93,7 @@ namespace Content.Client.GameObjects.Components.Botany
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}
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}
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public enum PlantHolderLayers
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public enum PlantHolderLayers : byte
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{
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Plant,
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HealthLight,
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@@ -32,7 +32,7 @@ namespace Content.Client.GameObjects.Components.CloningPod
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}
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}
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public enum CloningPodVisualLayers
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public enum CloningPodVisualLayers : byte
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{
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Machine,
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}
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@@ -91,7 +91,7 @@ namespace Content.Client.GameObjects.Components.Clothing
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}
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}
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public enum FemaleClothingMask
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public enum FemaleClothingMask : byte
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{
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NoMask = 0,
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UniformFull,
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@@ -85,7 +85,7 @@ namespace Content.Client.GameObjects.Components
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}
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}
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public enum Layers
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public enum Layers : byte
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{
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Body,
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Screen,
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@@ -154,7 +154,7 @@ namespace Content.Client.GameObjects.Components.Disposal
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}
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}
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public enum DisposalUnitVisualLayers
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public enum DisposalUnitVisualLayers : byte
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{
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Base,
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Handle,
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@@ -167,7 +167,7 @@ namespace Content.Client.GameObjects.Components.Doors
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}
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}
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public enum DoorVisualLayers
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public enum DoorVisualLayers : byte
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{
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Base,
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BaseUnlit,
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@@ -44,7 +44,7 @@ namespace Content.Client.GameObjects.Components.Fluids
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}
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}
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public enum SprayVisualLayers
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public enum SprayVisualLayers : byte
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{
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Base
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}
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@@ -60,7 +60,7 @@ namespace Content.Client.GameObjects.Components.Gravity
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}
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}
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public enum GravityGeneratorVisualLayers
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public enum GravityGeneratorVisualLayers : byte
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{
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Base,
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Core
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@@ -277,7 +277,7 @@ namespace Content.Client.GameObjects.Components.IconSmoothing
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Clockwise = 4,
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}
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public enum CornerLayers
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public enum CornerLayers : byte
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{
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SE,
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NE,
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@@ -290,7 +290,7 @@ namespace Content.Client.GameObjects.Components.IconSmoothing
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/// Controls the mode with which icon smoothing is calculated.
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/// </summary>
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[PublicAPI]
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public enum IconSmoothingMode
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public enum IconSmoothingMode : byte
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{
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/// <summary>
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/// Each icon is made up of 4 corners, each of which can get a different state depending on
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@@ -53,7 +53,7 @@ namespace Content.Client.GameObjects.Components.Kitchen
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sprite.LayerSetVisible(MicrowaveVisualizerLayers.BaseUnlit, glowingPartsVisible);
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}
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private enum MicrowaveVisualizerLayers
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private enum MicrowaveVisualizerLayers : byte
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{
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Base,
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BaseUnlit
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@@ -217,7 +217,7 @@ namespace Content.Client.GameObjects.Components
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}
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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private enum OverCornerLayers
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private enum OverCornerLayers : byte
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{
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SE,
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NE,
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@@ -48,7 +48,7 @@ namespace Content.Client.GameObjects.Components.MedicalScanner
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}
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}
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public enum MedicalScannerVisualLayers
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public enum MedicalScannerVisualLayers : byte
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{
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Machine,
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Terminal,
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@@ -71,7 +71,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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}
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}
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public enum DamageStateVisualLayers
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public enum DamageStateVisualLayers : byte
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{
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Base
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}
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@@ -23,7 +23,7 @@ namespace Content.Client.GameObjects.Components.Morgue
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}
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}
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public enum BodyBagVisualLayers
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public enum BodyBagVisualLayers : byte
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{
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Label,
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}
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@@ -69,7 +69,7 @@ namespace Content.Client.GameObjects.Components.Storage
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}
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}
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public enum CrematoriumVisualLayers
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public enum CrematoriumVisualLayers : byte
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{
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Base,
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Light,
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@@ -75,7 +75,7 @@ namespace Content.Client.GameObjects.Components.Storage
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}
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}
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public enum MorgueVisualLayers
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public enum MorgueVisualLayers : byte
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{
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Base,
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Light,
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@@ -48,7 +48,7 @@ namespace Content.Client.GameObjects.Components.Movement
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}
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}
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enum Layers
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enum Layers : byte
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{
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Portal
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}
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@@ -53,7 +53,7 @@ namespace Content.Client.GameObjects.Components.Nutrition
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}
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}
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public enum CreamPiedVisualLayers
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public enum CreamPiedVisualLayers : byte
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{
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Pie,
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}
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@@ -17,7 +17,7 @@ namespace Content.Client.GameObjects.Components.PDA
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/// </summary>
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private string _state;
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private enum PDAVisualLayers
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private enum PDAVisualLayers : byte
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{
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Base,
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Flashlight,
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@@ -46,7 +46,7 @@ namespace Content.Client.GameObjects.Components.Power.AME
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}
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}
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enum Layers
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enum Layers : byte
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{
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Display,
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}
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@@ -52,7 +52,7 @@ namespace Content.Client.GameObjects.Components.Power.AME
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}
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}
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enum Layers
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enum Layers : byte
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{
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Core,
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CoreState,
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@@ -55,7 +55,7 @@ namespace Content.Client.GameObjects.Components.Power
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}
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}
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enum Layers
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enum Layers : byte
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{
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ChargeState,
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Lock,
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@@ -114,7 +114,7 @@ namespace Content.Client.GameObjects.Components.Power
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var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
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sprite.LayerSetVisible(AutolatheVisualLayers.BaseUnlit, glowingPartsVisible);
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}
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public enum AutolatheVisualLayers
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public enum AutolatheVisualLayers : byte
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{
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Base,
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BaseUnlit
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@@ -41,7 +41,7 @@ namespace Content.Client.GameObjects.Components.Power
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}
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}
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private enum Layers
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private enum Layers : byte
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{
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Charge
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}
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@@ -68,7 +68,7 @@ namespace Content.Client.GameObjects.Components.Power
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}
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}
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enum Layers
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enum Layers : byte
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{
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Base,
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Light,
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@@ -18,7 +18,7 @@ namespace Content.Client.GameObjects.Components.Power
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}
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}
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public enum PowerDeviceVisualLayers
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public enum PowerDeviceVisualLayers : byte
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{
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Powered
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}
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@@ -110,7 +110,7 @@ namespace Content.Client.GameObjects.Components.Power
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var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
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sprite.LayerSetVisible(ProtolatheVisualLayers.BaseUnlit, glowingPartsVisible);
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}
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public enum ProtolatheVisualLayers
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public enum ProtolatheVisualLayers : byte
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{
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Base,
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BaseUnlit,
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@@ -62,7 +62,7 @@ namespace Content.Client.GameObjects.Components.Power
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}
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}
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enum Layers
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enum Layers : byte
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{
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Input,
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Charge,
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@@ -96,7 +96,7 @@ namespace Content.Client.GameObjects.Components
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}
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}
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public enum RadiationCollectorVisualLayers
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public enum RadiationCollectorVisualLayers : byte
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{
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Main
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}
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@@ -61,7 +61,7 @@ namespace Content.Client.GameObjects.Components.Recycling
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}
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}
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public enum RecyclerVisualLayers
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public enum RecyclerVisualLayers : byte
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{
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Bloody
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}
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@@ -51,7 +51,7 @@ namespace Content.Client.GameObjects.Components
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Sprite.LayerSetState(ReinforcedCornerLayers.NW, $"{_reinforcedStateBase}{(int) cornerNW}");
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}
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public enum ReinforcedCornerLayers
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public enum ReinforcedCornerLayers : byte
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{
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SE,
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NE,
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@@ -35,7 +35,7 @@ namespace Content.Client.GameObjects.Components
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}
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}
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public enum ReinforcedWallVisualLayers
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public enum ReinforcedWallVisualLayers : byte
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{
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Deconstruction,
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}
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@@ -85,7 +85,7 @@ namespace Content.Client.GameObjects.Components.Storage
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}
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}
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public enum StorageVisualLayers
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public enum StorageVisualLayers : byte
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{
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Door,
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Welded,
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@@ -69,7 +69,7 @@ namespace Content.Client.GameObjects.Components.Trigger
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}
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}
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}
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public enum TriggerVisualLayers
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public enum TriggerVisualLayers : byte
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{
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Base
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}
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@@ -202,7 +202,7 @@ namespace Content.Client.GameObjects.Components.VendingMachines
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}
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}
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public enum VendingMachineVisualLayers
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public enum VendingMachineVisualLayers : byte
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{
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// Off / Broken. The other layers will overlay this if the machine is on.
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Unlit,
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@@ -22,7 +22,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels.Visualize
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}
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}
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public enum AmmoVisualLayers
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public enum AmmoVisualLayers : byte
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{
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Base,
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}
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@@ -6,7 +6,7 @@ using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.Components.Weapons.Ranged
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{
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// Yeah I put it all in the same enum, don't judge me
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public enum RangedBarrelVisualLayers
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public enum RangedBarrelVisualLayers : byte
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{
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Base,
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BaseUnshaded,
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@@ -113,7 +113,7 @@ namespace Content.Client.GameObjects.Components
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}
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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public enum WindowDamageLayers
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public enum WindowDamageLayers : byte
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{
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DamageSE,
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DamageNE,
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@@ -21,7 +21,7 @@ namespace Content.Client.GameObjects.Components.Wires
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}
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}
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public enum WiresVisualLayers
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public enum WiresVisualLayers : byte
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{
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MaintenancePanel,
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}
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@@ -497,7 +497,8 @@ namespace Content.Client.GameObjects.EntitySystems.AI
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}
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[Flags]
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public enum PathfindingDebugMode {
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public enum PathfindingDebugMode : byte
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{
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None = 0,
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Route = 1 << 0,
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Graph = 1 << 1,
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@@ -98,7 +98,7 @@ namespace Content.Client.GameObjects.EntitySystems
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}
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}
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internal enum AtmosDebugOverlayMode
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internal enum AtmosDebugOverlayMode : byte
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{
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TotalMoles,
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GasMoles,
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@@ -73,7 +73,7 @@ namespace Content.Client.GameObjects.EntitySystems
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private readonly List<SpriteComponent> _highlightedSprites = new();
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private enum DragState
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private enum DragState : byte
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{
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NotDragging,
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// not dragging yet, waiting to see
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@@ -295,7 +295,7 @@ namespace Content.Client.State
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_disconnected.Visible = page == Page.Disconnected;
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}
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private enum Page
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private enum Page : byte
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{
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Connecting,
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ConnectFailed,
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Reference in New Issue
Block a user