Update trivial components to use auto comp states (#20539)

This commit is contained in:
DrSmugleaf
2023-09-28 16:20:29 -07:00
committed by GitHub
parent 14cfe44ece
commit a44fa86b68
158 changed files with 806 additions and 2866 deletions

View File

@@ -3,37 +3,36 @@ using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Weapons.Ranged.Components;
[RegisterComponent, NetworkedComponent]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class BallisticAmmoProviderComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("soundRack")]
[ViewVariables(VVAccess.ReadWrite), DataField]
public SoundSpecifier? SoundRack = new SoundPathSpecifier("/Audio/Weapons/Guns/Cock/smg_cock.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("soundInsert")]
[ViewVariables(VVAccess.ReadWrite), DataField]
public SoundSpecifier? SoundInsert = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/bullet_insert.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("proto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? FillProto;
[ViewVariables(VVAccess.ReadWrite), DataField]
public EntProtoId? Proto;
[ViewVariables(VVAccess.ReadWrite), DataField("capacity")]
[ViewVariables(VVAccess.ReadWrite), DataField]
public int Capacity = 30;
public int Count => UnspawnedCount + Container.ContainedEntities.Count;
[ViewVariables(VVAccess.ReadWrite), DataField("unspawnedCount")]
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public int UnspawnedCount;
[ViewVariables(VVAccess.ReadWrite), DataField("whitelist")]
[ViewVariables(VVAccess.ReadWrite), DataField]
public EntityWhitelist? Whitelist;
public Container Container = default!;
// TODO: Make this use stacks when the typeserializer is done.
[DataField("entities")]
[DataField, AutoNetworkedField]
public List<EntityUid> Entities = new();
/// <summary>
@@ -42,18 +41,18 @@ public sealed partial class BallisticAmmoProviderComponent : Component
/// <remarks>
/// Set to false for entities like turrets to avoid users being able to cycle them.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite), DataField("cycleable")]
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool Cycleable = true;
/// <summary>
/// Is it okay for this entity to directly transfer its valid ammunition into another provider?
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("mayTransfer")]
public bool MayTransfer = false;
[ViewVariables(VVAccess.ReadWrite), DataField]
public bool MayTransfer;
/// <summary>
/// DoAfter delay for filling a bullet into another ballistic ammo provider.
/// </summary>
[DataField("fillDelay")]
[DataField]
public TimeSpan FillDelay = TimeSpan.FromSeconds(0.5);
}