Removed the StateType property from every component. This field was completely unused except for a debug assertion.
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@@ -8,7 +8,6 @@ namespace Content.Shared.GameObjects.Components.Mobs
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{
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public sealed override uint? NetID => ContentNetIDs.COMBATMODE;
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public override string Name => "CombatMode";
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public sealed override Type StateType => typeof(CombatModeComponentState);
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[Serializable, NetSerializable]
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protected sealed class CombatModeComponentState : ComponentState
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@@ -13,7 +13,6 @@ namespace Content.Shared.GameObjects.Components.Mobs
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public sealed override string Name => "HumanoidAppearance";
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public sealed override uint? NetID => ContentNetIDs.HUMANOID_APPEARANCE;
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public sealed override Type StateType => typeof(HumanoidAppearanceComponentState);
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual HumanoidCharacterAppearance Appearance
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@@ -11,7 +11,6 @@ namespace Content.Shared.GameObjects.Components.Mobs
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{
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public override string Name => "OverlayEffectsUI";
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public sealed override uint? NetID => ContentNetIDs.OVERLAYEFFECTS;
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public sealed override Type StateType => typeof(OverlayEffectComponentState);
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}
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public enum ScreenEffects
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@@ -13,8 +13,6 @@ namespace Content.Shared.GameObjects.Components.Mobs
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{
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public override string Name => "StatusEffectsUI";
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public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
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public sealed override Type StateType => typeof(StatusEffectComponentState);
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}
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[Serializable, NetSerializable]
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