Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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using Content.Shared.Chemistry;
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#nullable enable
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using Content.Shared.Chemistry;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Networks
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part
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using System;
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Part
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@@ -1,4 +1,6 @@
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namespace Content.Shared.GameObjects.Components.Body.Part
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#nullable enable
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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/// <summary>
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/// Defines a component as being capable of containing parts.
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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@@ -1,4 +1,5 @@
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using Robust.Shared.GameObjects;
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part.Property
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@@ -1,4 +1,5 @@
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using Robust.Shared.GameObjects;
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part.Property
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@@ -1,4 +1,5 @@
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using Robust.Shared.GameObjects;
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#nullable enable
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Part.Property
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{
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@@ -1,4 +1,5 @@
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using Robust.Shared.GameObjects;
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#nullable enable
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Part.Property
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{
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@@ -1,4 +1,5 @@
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using Robust.Shared.GameObjects;
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Part.Property
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.Prototypes;
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@@ -15,9 +16,9 @@ namespace Content.Shared.GameObjects.Components.Body.Preset
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[Serializable, NetSerializable]
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public class BodyPresetPrototype : IPrototype
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{
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private string _id;
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private string _name;
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private Dictionary<string, string> _partIDs;
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private string _id = string.Empty;
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private string _name = string.Empty;
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private Dictionary<string, string> _partIDs = new();
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[ViewVariables] public string ID => _id;
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Surgery
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Surgery
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Body.Part;
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@@ -16,13 +17,13 @@ namespace Content.Shared.GameObjects.Components.Body.Template
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[Serializable, NetSerializable]
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public class BodyTemplatePrototype : IPrototype
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{
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private string _id;
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private string _name;
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private string _centerSlot;
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private Dictionary<string, BodyPartType> _slots;
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private Dictionary<string, List<string>> _connections;
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private Dictionary<string, string> _layers;
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private Dictionary<string, string> _mechanismLayers;
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private string _id = string.Empty;
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private string _name = string.Empty;
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private string _centerSlot = string.Empty;
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private Dictionary<string, BodyPartType> _slots = new();
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private Dictionary<string, List<string>> _connections = new();
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private Dictionary<string, string> _layers = new();
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private Dictionary<string, string> _mechanismLayers = new();
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[ViewVariables] public string ID => _id;
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