remove a bunch of instances of component reference (#13164)
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64
Content.Shared/Ensnaring/Components/EnsnareableComponent.cs
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64
Content.Shared/Ensnaring/Components/EnsnareableComponent.cs
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Ensnaring.Components;
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/// <summary>
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/// Use this on an entity that you would like to be ensnared by anything that has the <see cref="EnsnaringComponent"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class EnsnareableComponent : Component
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{
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/// <summary>
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/// How much should this slow down the entities walk?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("walkSpeed")]
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public float WalkSpeed = 1.0f;
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/// <summary>
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/// How much should this slow down the entities sprint?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sprintSpeed")]
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public float SprintSpeed = 1.0f;
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/// <summary>
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/// Is this entity currently ensnared?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("isEnsnared")]
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public bool IsEnsnared;
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/// <summary>
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/// The container where the <see cref="EnsnaringComponent"/> entity will be stored
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/// </summary>
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public Container Container = default!;
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[DataField("sprite")]
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public string? Sprite;
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[DataField("state")]
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public string? State;
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}
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[Serializable, NetSerializable]
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public sealed class EnsnareableComponentState : ComponentState
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{
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public readonly bool IsEnsnared;
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public EnsnareableComponentState(bool isEnsnared)
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{
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IsEnsnared = isEnsnared;
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}
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}
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public sealed class EnsnaredChangedEvent : EntityEventArgs
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{
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public readonly bool IsEnsnared;
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public EnsnaredChangedEvent(bool isEnsnared)
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{
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IsEnsnared = isEnsnared;
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}
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}
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