Enable nullability in Content.Client (#3257)
* Enable nullability in Content.Client * Remove #nullable enable * Merge fixes * Remove Debug.Assert * Merge fixes * Fix build * Fix build
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@@ -15,36 +15,36 @@ namespace Content.Client.GameObjects.Components.Disposal
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private const string AnimationKey = "disposal_unit_animation";
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[DataField("state_anchored", required: true)]
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private string _stateAnchored;
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private string? _stateAnchored;
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[DataField("state_unanchored", required: true)]
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private string _stateUnAnchored;
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private string? _stateUnAnchored;
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[DataField("state_charging", required: true)]
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private string _stateCharging;
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private string? _stateCharging;
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[DataField("overlay_charging", required: true)]
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private string _overlayCharging;
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private string? _overlayCharging;
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[DataField("overlay_ready", required: true)]
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private string _overlayReady;
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private string? _overlayReady;
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[DataField("overlay_full", required: true)]
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private string _overlayFull;
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private string? _overlayFull;
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[DataField("overlay_engaged", required: true)]
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private string _overlayEngaged;
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private string? _overlayEngaged;
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[DataField("state_flush", required: true)]
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private string _stateFlush;
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private string? _stateFlush;
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[DataField("flush_sound", required: true)]
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private string _flushSound;
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private string? _flushSound;
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[DataField("flush_time", required: true)]
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private float _flushTime;
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private Animation _flushAnimation;
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private Animation _flushAnimation = default!;
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void ISerializationHooks.AfterDeserialization()
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{
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@@ -57,7 +57,11 @@ namespace Content.Client.GameObjects.Components.Disposal
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var sound = new AnimationTrackPlaySound();
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_flushAnimation.AnimationTracks.Add(sound);
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sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(_flushSound, 0));
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if (_flushSound != null)
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{
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sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(_flushSound, 0));
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}
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}
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private void ChangeState(AppearanceComponent appearance)
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@@ -67,7 +71,7 @@ namespace Content.Client.GameObjects.Components.Disposal
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return;
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}
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if (!appearance.Owner.TryGetComponent(out ISpriteComponent sprite))
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if (!appearance.Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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return;
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}
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