Update trivial components to use auto comp states (#20539)
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@@ -1,6 +1,3 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Gravity;
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public abstract partial class SharedGravitySystem
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@@ -11,8 +8,6 @@ public abstract partial class SharedGravitySystem
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private void InitializeShake()
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{
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SubscribeLocalEvent<GravityShakeComponent, EntityUnpausedEvent>(OnShakeUnpaused);
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SubscribeLocalEvent<GravityShakeComponent, ComponentGetState>(OnShakeGetState);
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SubscribeLocalEvent<GravityShakeComponent, ComponentHandleState>(OnShakeHandleState);
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}
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private void OnShakeUnpaused(EntityUid uid, GravityShakeComponent component, ref EntityUnpausedEvent args)
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@@ -63,29 +58,4 @@ public abstract partial class SharedGravitySystem
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}
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protected virtual void ShakeGrid(EntityUid uid, GravityComponent? comp = null) {}
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private void OnShakeHandleState(EntityUid uid, GravityShakeComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not GravityShakeComponentState state)
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return;
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component.ShakeTimes = state.ShakeTimes;
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component.NextShake = state.NextShake;
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}
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private void OnShakeGetState(EntityUid uid, GravityShakeComponent component, ref ComponentGetState args)
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{
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args.State = new GravityShakeComponentState()
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{
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ShakeTimes = component.ShakeTimes,
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NextShake = component.NextShake,
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};
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}
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[Serializable, NetSerializable]
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protected sealed class GravityShakeComponentState : ComponentState
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{
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public int ShakeTimes;
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public TimeSpan NextShake;
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}
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}
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