Update trivial components to use auto comp states (#20539)
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@@ -1,6 +1,5 @@
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using Content.Shared.Rejuvenate;
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using Content.Shared.StatusEffect;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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namespace Content.Shared.Jittering
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@@ -21,25 +20,9 @@ namespace Content.Shared.Jittering
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public override void Initialize()
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{
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SubscribeLocalEvent<JitteringComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<JitteringComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<JitteringComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnGetState(EntityUid uid, JitteringComponent component, ref ComponentGetState args)
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{
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args.State = new JitteringComponentState(component.Amplitude, component.Frequency);
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}
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private void OnHandleState(EntityUid uid, JitteringComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not JitteringComponentState jitteringState)
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return;
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component.Amplitude = jitteringState.Amplitude;
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component.Frequency = jitteringState.Frequency;
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}
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private void OnRejuvenate(EntityUid uid, JitteringComponent component, RejuvenateEvent args)
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{
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EntityManager.RemoveComponentDeferred<JitteringComponent>(uid);
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