Add readonly where it is missing and fix those field names according to their modifiers (#2589)
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@@ -71,7 +71,7 @@ namespace Content.Client.GameObjects.EntitySystems
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private SharedInteractionSystem _interactionSystem;
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private InputSystem _inputSystem;
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private List<SpriteComponent> highlightedSprites = new List<SpriteComponent>();
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private readonly List<SpriteComponent> _highlightedSprites = new List<SpriteComponent>();
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private enum DragState
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{
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@@ -298,7 +298,7 @@ namespace Content.Client.GameObjects.EntitySystems
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var inRange = _interactionSystem.InRangeUnobstructed(_dragger, pvsEntity);
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inRangeSprite.PostShader = inRange ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
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inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
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highlightedSprites.Add(inRangeSprite);
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_highlightedSprites.Add(inRangeSprite);
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}
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}
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}
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@@ -306,12 +306,12 @@ namespace Content.Client.GameObjects.EntitySystems
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private void RemoveHighlights()
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{
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foreach (var highlightedSprite in highlightedSprites)
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foreach (var highlightedSprite in _highlightedSprites)
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{
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highlightedSprite.PostShader = null;
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highlightedSprite.RenderOrder = 0;
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}
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highlightedSprites.Clear();
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_highlightedSprites.Clear();
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}
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/// <summary>
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