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.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Ranged.Components
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{
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public abstract class SharedRangedWeaponComponent : Component
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{
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// Each RangedWeapon should have a RangedWeapon component +
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// some kind of RangedBarrelComponent (this dictates what ammo is retrieved).
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public override string Name => "RangedWeapon";
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public override uint? NetID => ContentNetIDs.RANGED_WEAPON;
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}
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[Serializable, NetSerializable]
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public sealed class RangedWeaponComponentState : ComponentState
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{
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public FireRateSelector FireRateSelector { get; }
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public RangedWeaponComponentState(
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FireRateSelector fireRateSelector
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) : base(ContentNetIDs.RANGED_WEAPON)
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{
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FireRateSelector = fireRateSelector;
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}
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}
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/// <summary>
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/// A component message raised when the weapon is fired at a position on the map.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class FirePosComponentMessage : ComponentMessage
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{
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/// <summary>
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/// If this is not invalid, the target position is relative to the grid.
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/// Otherwise, it is a map position.
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/// </summary>
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public GridId TargetGrid { get; }
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/// <summary>
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/// If Target Grid is not invalid, this is relative to the grid, otherwise
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/// it is a map position.
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/// </summary>
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public Vector2 TargetPosition { get; }
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/// <summary>
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/// Constructs a new instance of <see cref="FirePosComponentMessage"/>.
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/// </summary>
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/// <param name="targetGrid">The grid that the target position is on, if any.</param>
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/// <param name="targetPosition">Target position relative to the grid, or a map position if the grid is invalid.</param>
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public FirePosComponentMessage(GridId targetGrid, Vector2 targetPosition)
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{
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TargetGrid = targetGrid;
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TargetPosition = targetPosition;
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}
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}
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}
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