Re-organize all projects (#4166)
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Construction.Steps
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{
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[DataDefinition]
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public class ComponentConstructionGraphStep : ArbitraryInsertConstructionGraphStep
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{
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[DataField("component")] public string Component { get; } = string.Empty;
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public override bool EntityValid(IEntity entity)
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{
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foreach (var component in entity.GetAllComponents())
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{
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if (component.Name == Component)
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return true;
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}
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return false;
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}
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public override void DoExamine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(string.IsNullOrEmpty(Name)
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? Robust.Shared.Localization.Loc.GetString(
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"construction-insert-entity-with-component",
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("componentName", Component))// Terrible.
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: Robust.Shared.Localization.Loc.GetString(
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"construction-insert-exact-entity",
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("entityName", Name)));
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}
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}
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}
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