remove a bunch of instances of component reference (#13164)
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using Robust.Shared.GameStates;
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namespace Content.Shared.Singularity.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed class ContainmentFieldComponent : Component
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{
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/// <summary>
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/// The throw force for the field if an entity collides with it
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/// The lighter the mass the further it will throw. 5 mass will go about 4 tiles out, 70 mass goes only a couple tiles.
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/// </summary>
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[DataField("throwForce")]
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public float ThrowForce = 100f;
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/// <summary>
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/// This shouldn't be at 99999 or higher to prevent the singulo glitching out
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/// Will throw anything at the supplied mass or less that collides with the field.
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/// </summary>
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[DataField("maxMass")]
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public float MaxMass = 10000f;
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}
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