Some Power nullable & ComponentDependency (#3050)
* Power nullability * AME nullability * re-adds EnsureComponents * conflict fix * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * removes duplicate component assignment Co-authored-by: py01 <pyronetics01@gmail.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using System.Diagnostics;
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Robust.Shared.GameObjects;
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@@ -34,7 +35,7 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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public int ReceivedPower { get => _receivedPower; set => SetReceivedPower(value); }
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private int _receivedPower;
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public event EventHandler<ReceivedPowerChangedEventArgs> OnReceivedPowerChanged;
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public event EventHandler<ReceivedPowerChangedEventArgs>? OnReceivedPowerChanged;
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public override void ExposeData(ObjectSerializer serializer)
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{
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