Update trivial components to use auto comp states (#20539)
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@@ -3,14 +3,13 @@ using Content.Shared.Inventory;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// Allow players to change clothing sprite to any other clothing prototype.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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[Access(typeof(SharedChameleonClothingSystem))]
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public sealed partial class ChameleonClothingComponent : Component
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{
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@@ -18,15 +17,15 @@ public sealed partial class ChameleonClothingComponent : Component
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/// Filter possible chameleon options by their slot flag.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField("slot", required: true)]
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[DataField(required: true)]
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public SlotFlags Slot;
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/// <summary>
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/// EntityPrototype id that chameleon item is trying to mimic.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField("default", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? SelectedId;
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[DataField(required: true), AutoNetworkedField]
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public EntProtoId? Default;
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/// <summary>
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/// Current user that wears chameleon clothing.
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@@ -35,12 +34,6 @@ public sealed partial class ChameleonClothingComponent : Component
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public EntityUid? User;
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}
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[Serializable, NetSerializable]
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public sealed class ChameleonClothingComponentState : ComponentState
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{
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public string? SelectedId;
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}
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[Serializable, NetSerializable]
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public sealed class ChameleonBoundUserInterfaceState : BoundUserInterfaceState
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{
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