Remove redundant read-only VV from datafields (#12626)

This commit is contained in:
DrSmugleaf
2022-11-16 20:22:11 +01:00
committed by GitHub
parent fb892cb374
commit 7fbc2608e8
179 changed files with 171 additions and 462 deletions

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@@ -2,7 +2,6 @@ using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Ranged.Components;
@@ -45,9 +44,9 @@ public sealed class CartridgeAmmoComponent : AmmoComponent
/// <summary>
/// Caseless ammunition.
/// </summary>
[ViewVariables, DataField("deleteOnSpawn")]
[DataField("deleteOnSpawn")]
public bool DeleteOnSpawn;
[ViewVariables, DataField("soundEject")]
[DataField("soundEject")]
public SoundSpecifier? EjectSound = new SoundCollectionSpecifier("CasingEject");
}

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@@ -31,7 +31,7 @@ public sealed class BallisticAmmoProviderComponent : Component
public Container Container = default!;
// TODO: Make this use stacks when the typeserializer is done.
[ViewVariables, DataField("entities")]
[DataField("entities")]
public List<EntityUid> Entities = new();
/// <summary>

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@@ -5,7 +5,7 @@ public abstract class BatteryAmmoProviderComponent : AmmoProviderComponent
/// <summary>
/// How much battery it costs to fire once.
/// </summary>
[ViewVariables, DataField("fireCost")]
[DataField("fireCost")]
public float FireCost = 100;
// Batteries aren't predicted which means we need to track the battery and manually count it ourselves woo!

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@@ -21,5 +21,5 @@ public sealed class FlyBySoundComponent : Component
Params = AudioParams.Default,
};
[ViewVariables, DataField("range")] public float Range = 1.5f;
[DataField("range")] public float Range = 1.5f;
}

View File

@@ -32,13 +32,13 @@ public class GunComponent : Component
/// Last time the gun fired.
/// Used for recoil purposes.
/// </summary>
[ViewVariables, DataField("lastFire")]
[DataField("lastFire")]
public TimeSpan LastFire = TimeSpan.Zero;
/// <summary>
/// What the current spread is for shooting. This gets changed every time the gun fires.
/// </summary>
[ViewVariables, DataField("currentAngle")]
[DataField("currentAngle")]
public Angle CurrentAngle;
/// <summary>
@@ -50,7 +50,7 @@ public class GunComponent : Component
/// <summary>
/// How much the <see cref="CurrentAngle"/> decreases per second.
/// </summary>
[ViewVariables, DataField("angleDecay")]
[DataField("angleDecay")]
public Angle AngleDecay = Angle.FromDegrees(4);
/// <summary>
@@ -95,7 +95,7 @@ public class GunComponent : Component
/// When the gun is next available to be shot.
/// Can be set multiple times in a single tick due to guns firing faster than a single tick time.
/// </summary>
[ViewVariables, DataField("nextFire")]
[DataField("nextFire")]
public TimeSpan NextFire = TimeSpan.Zero;
/// <summary>

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@@ -16,15 +16,15 @@ public sealed class RevolverAmmoProviderComponent : AmmoProviderComponent
* for example 7 entities when revolver spawns (1 for the revolver and 6 cylinders) we can instead defer it.
*/
[ViewVariables, DataField("whitelist")]
[DataField("whitelist")]
public EntityWhitelist? Whitelist;
public Container AmmoContainer = default!;
[ViewVariables, DataField("currentSlot")]
[DataField("currentSlot")]
public int CurrentIndex;
[ViewVariables, DataField("capacity")]
[DataField("capacity")]
public int Capacity = 6;
// Like BallisticAmmoProvider we defer spawning until necessary
@@ -40,12 +40,12 @@ public sealed class RevolverAmmoProviderComponent : AmmoProviderComponent
[DataField("proto", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? FillPrototype = "CartridgeMagnum";
[ViewVariables, DataField("soundEject")]
[DataField("soundEject")]
public SoundSpecifier? SoundEject = new SoundPathSpecifier("/Audio/Weapons/Guns/MagOut/revolver_magout.ogg");
[ViewVariables, DataField("soundInsert")]
[DataField("soundInsert")]
public SoundSpecifier? SoundInsert = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/revolver_magin.ogg");
[ViewVariables, DataField("soundSpin")]
[DataField("soundSpin")]
public SoundSpecifier? SoundSpin = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/revolver_spin.ogg");
}