Re-organize all projects (#4166)
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12
Content.Shared/Radiation/IRadiationAct.cs
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12
Content.Shared/Radiation/IRadiationAct.cs
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#nullable enable
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Radiation
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{
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[RequiresExplicitImplementation]
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public interface IRadiationAct : IComponent
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{
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void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation);
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}
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}
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48
Content.Shared/Radiation/SharedRadiationStorm.cs
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48
Content.Shared/Radiation/SharedRadiationStorm.cs
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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.Radiation
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{
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public abstract class SharedRadiationPulseComponent : Component
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{
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public override string Name => "RadiationPulse";
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public override uint? NetID => ContentNetIDs.RADIATION_PULSE;
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public virtual float RadsPerSecond { get; set; }
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/// <summary>
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/// Radius of the pulse from its position
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/// </summary>
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public virtual float Range { get; set; }
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public virtual bool Decay { get; set; }
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public virtual bool Draw { get; set; }
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public virtual TimeSpan EndTime { get; }
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}
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/// <summary>
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/// For syncing the pulse's lifespan between client and server for the overlay
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/// </summary>
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[Serializable, NetSerializable]
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public class RadiationPulseState : ComponentState
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{
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public readonly float RadsPerSecond;
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public readonly float Range;
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public readonly bool Draw;
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public readonly bool Decay;
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public readonly TimeSpan EndTime;
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public RadiationPulseState(float radsPerSecond, float range, bool draw, bool decay, TimeSpan endTime) : base(ContentNetIDs.RADIATION_PULSE)
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{
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RadsPerSecond = radsPerSecond;
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Range = range;
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Draw = draw;
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Decay = decay;
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EndTime = endTime;
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}
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}
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}
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