Re-organize all projects (#4166)
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#nullable enable
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using System;
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using Content.Shared.NetIDs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Component
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{
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public abstract class SharedHandheldLightComponent : Robust.Shared.GameObjects.Component
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{
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public sealed override string Name => "HandheldLight";
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public sealed override uint? NetID => ContentNetIDs.HANDHELD_LIGHT;
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protected abstract bool HasCell { get; }
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protected const int StatusLevels = 6;
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[Serializable, NetSerializable]
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protected sealed class HandheldLightComponentState : ComponentState
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{
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public byte? Charge { get; }
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public HandheldLightComponentState(byte? charge) : base(ContentNetIDs.HANDHELD_LIGHT)
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{
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Charge = charge;
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}
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}
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}
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[Serializable, NetSerializable]
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public enum HandheldLightVisuals
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{
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Power
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}
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[Serializable, NetSerializable]
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public enum HandheldLightPowerStates
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{
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FullPower,
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LowPower,
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Dying,
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}
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}
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