Add readonly where it is missing and fix those field names according to their modifiers (#2589)
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@@ -20,7 +20,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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private short? _severity;
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private readonly TextureRect _icon;
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private CooldownGraphic _cooldownGraphic;
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private readonly CooldownGraphic _cooldownGraphic;
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private readonly IResourceCache _resourceCache;
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@@ -3,7 +3,6 @@ using System.Collections.Generic;
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using System.Linq;
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using Content.Client.UserInterface;
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using Content.Client.UserInterface.Stylesheets;
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using Content.Client.Utility;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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@@ -19,11 +18,9 @@ using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Serilog;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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@@ -47,7 +44,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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private bool _tooltipReady;
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[ViewVariables]
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private Dictionary<AlertKey, AlertControl> _alertControls
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private readonly Dictionary<AlertKey, AlertControl> _alertControls
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= new Dictionary<AlertKey, AlertControl>();
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/// <summary>
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