Update trivial components to use auto comp states (#20539)
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@@ -1,39 +1,22 @@
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using Robust.Shared.Serialization;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Chemistry.Components
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{
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//TODO: refactor movement modifier component because this is a pretty poor solution
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[RegisterComponent]
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[NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class MovespeedModifierMetabolismComponent : Component
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{
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[ViewVariables]
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[AutoNetworkedField, ViewVariables]
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public float WalkSpeedModifier { get; set; }
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[ViewVariables]
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[AutoNetworkedField, ViewVariables]
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public float SprintSpeedModifier { get; set; }
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/// <summary>
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/// When the current modifier is expected to end.
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/// </summary>
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[ViewVariables]
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[AutoNetworkedField, ViewVariables]
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public TimeSpan ModifierTimer { get; set; } = TimeSpan.Zero;
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[Serializable, NetSerializable]
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public sealed class MovespeedModifierMetabolismComponentState : ComponentState
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{
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public float WalkSpeedModifier { get; }
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public float SprintSpeedModifier { get; }
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public TimeSpan ModifierTimer { get; }
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public MovespeedModifierMetabolismComponentState(float walkSpeedModifier, float sprintSpeedModifier, TimeSpan modifierTimer)
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{
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WalkSpeedModifier = walkSpeedModifier;
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SprintSpeedModifier = sprintSpeedModifier;
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ModifierTimer = modifierTimer;
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}
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}
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}
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}
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