Update trivial components to use auto comp states (#20539)
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@@ -4,18 +4,17 @@ using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Components;
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedBodySystem))]
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public sealed partial class BodyComponent : Component
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{
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/// <summary>
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/// Relevant template to spawn for this body.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public ProtoId<BodyPrototype>? Prototype;
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/// <summary>
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@@ -29,35 +28,17 @@ public sealed partial class BodyComponent : Component
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[ViewVariables]
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public string RootPartSlot => RootContainer.ID;
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[DataField] public SoundSpecifier GibSound = new SoundCollectionSpecifier("gib");
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[DataField, AutoNetworkedField]
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public SoundSpecifier GibSound = new SoundCollectionSpecifier("gib");
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/// <summary>
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/// The amount of legs required to move at full speed.
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/// If 0, then legs do not impact speed.
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/// </summary>
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[DataField] public int RequiredLegs;
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[DataField, AutoNetworkedField]
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public int RequiredLegs;
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[ViewVariables]
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[DataField]
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[DataField, AutoNetworkedField]
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public HashSet<EntityUid> LegEntities = new();
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}
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[Serializable, NetSerializable]
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public sealed class BodyComponentState : ComponentState
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{
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public string? Prototype;
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public string? RootPartSlot;
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public SoundSpecifier GibSound;
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public int RequiredLegs;
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public HashSet<NetEntity> LegNetEntities;
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public BodyComponentState(string? prototype, string? rootPartSlot, SoundSpecifier gibSound,
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int requiredLegs, HashSet<NetEntity> legNetEntities)
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{
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Prototype = prototype;
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RootPartSlot = rootPartSlot;
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GibSound = gibSound;
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RequiredLegs = requiredLegs;
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LegNetEntities = legNetEntities;
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}
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}
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