Re-organize all projects (#4166)
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@@ -1,41 +0,0 @@
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#nullable enable
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using System;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers
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{
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/// <summary>
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/// A trigger that will activate when the amount of damage received
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/// of the specified class is above the specified threshold.
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/// </summary>
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[Serializable]
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[DataDefinition]
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public class DamageClassTrigger : IThresholdTrigger
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{
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/// <summary>
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/// The class to check the damage of.
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/// </summary>
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[DataField("class")]
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public DamageClass? Class { get; set; }
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/// <summary>
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/// The amount of damage at which this threshold will trigger.
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/// </summary>
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[DataField("damage")]
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public int Damage { get; set; }
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public bool Reached(IDamageableComponent damageable, DestructibleSystem system)
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{
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if (Class == null)
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{
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return false;
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}
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return damageable.TryGetDamage(Class.Value, out var damageReceived) &&
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damageReceived >= Damage;
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}
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}
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}
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