Rip out remaining machine upgrades (#24413)
* Rip out remaining machine upgrades * eek
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@@ -1,5 +1,4 @@
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using System.Threading;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.DeviceLinking;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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@@ -53,12 +52,6 @@ public sealed partial class EmitterComponent : Component
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[DataField("fireInterval")]
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public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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/// The base amount of time between each shot during a burst.
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/// </summary>
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[DataField("baseFireInterval"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan BaseFireInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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/// The current minimum delay between bursts.
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/// </summary>
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@@ -71,33 +64,6 @@ public sealed partial class EmitterComponent : Component
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[DataField("fireBurstDelayMax")]
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public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The base minimum delay between shot bursts.
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/// Used for machine part rating calculations.
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/// </summary>
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[DataField("baseFireBurstDelayMin")]
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public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
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/// <summary>
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/// The base maximum delay between shot bursts.
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/// Used for machine part rating calculations.
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/// </summary>
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[DataField("baseFireBurstDelayMax")]
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public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The multiplier for the base delay between shot bursts as well as
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/// the fire interval
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/// </summary>
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[DataField("fireRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
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public float FireRateMultiplier = 0.8f;
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/// <summary>
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/// The machine part that affects burst delay.
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/// </summary>
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[DataField("machinePartFireRate", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
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public string MachinePartFireRate = "Capacitor";
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/// <summary>
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/// The visual state that is set when the emitter is turned on
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/// </summary>
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