Make all prototype types partial (#21374)
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@@ -4,7 +4,7 @@ using Robust.Shared.Prototypes;
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namespace Content.Shared.Humanoid.Prototypes;
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[Prototype("humanoidProfile")]
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public sealed class HumanoidProfilePrototype : IPrototype
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public sealed partial class HumanoidProfilePrototype : IPrototype
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{
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[IdDataField]
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public string ID { get; private set; } = default!;
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@@ -1,4 +1,3 @@
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using Content.Shared.Humanoid.Markings;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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@@ -9,7 +8,7 @@ namespace Content.Shared.Humanoid.Prototypes;
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/// or settings per layer)
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/// </summary>
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[Prototype("speciesBaseSprites")]
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public sealed class HumanoidSpeciesBaseSpritesPrototype : IPrototype
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public sealed partial class HumanoidSpeciesBaseSpritesPrototype : IPrototype
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{
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[IdDataField]
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public string ID { get; private set; } = default!;
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@@ -30,7 +29,7 @@ public sealed class HumanoidSpeciesBaseSpritesPrototype : IPrototype
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/// that sprite (or at least, the layer this sprite is on).
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/// </summary>
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[Prototype("humanoidBaseSprite")]
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public sealed class HumanoidSpeciesSpriteLayer : IPrototype
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public sealed partial class HumanoidSpeciesSpriteLayer : IPrototype
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{
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[IdDataField]
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public string ID { get; private set; } = default!;
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@@ -7,7 +7,7 @@ namespace Content.Shared.Humanoid.Prototypes;
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/// This is what is used to change a humanoid spawned by RandomHumanoidSystem in Content.Server.
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/// </summary>
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[Prototype("randomHumanoidSettings")]
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public sealed class RandomHumanoidSettingsPrototype : IPrototype, IInheritingPrototype
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public sealed partial class RandomHumanoidSettingsPrototype : IPrototype, IInheritingPrototype
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{
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[IdDataField] public string ID { get; } = default!;
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@@ -4,7 +4,7 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
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namespace Content.Shared.Humanoid.Prototypes;
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[Prototype("species")]
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public sealed class SpeciesPrototype : IPrototype
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public sealed partial class SpeciesPrototype : IPrototype
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{
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/// <summary>
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/// Prototype ID of the species.
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