Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,7 +1,7 @@
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#nullable enable
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Content.Shared.Materials;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -11,7 +11,7 @@ namespace Content.Shared.GameObjects.Components.Research
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public class SharedMaterialStorageComponent : Component, IEnumerable<KeyValuePair<string, int>>
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{
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[ViewVariables]
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protected virtual Dictionary<string, int> Storage { get; set; }
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protected virtual Dictionary<string, int> Storage { get; set; } = new();
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public override string Name => "MaterialStorage";
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public sealed override uint? NetID => ContentNetIDs.MATERIAL_STORAGE;
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@@ -25,17 +25,6 @@ namespace Content.Shared.GameObjects.Components.Research
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}
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}
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public int this[Material material]
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{
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get
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{
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var ID = material.ID;
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if (!Storage.ContainsKey(ID))
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return 0;
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return Storage[ID];
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}
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}
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/// <summary>
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/// The total volume of material stored currently.
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/// </summary>
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