Enable nullability in Content.Server (#3685)
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@@ -16,8 +16,9 @@ namespace Content.Shared.GameObjects.Components.Cargo
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[NetSerializable, Serializable]
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public class CargoOrderDatabaseState : ComponentState
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{
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public readonly List<CargoOrderData> Orders;
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public CargoOrderDatabaseState(List<CargoOrderData> orders) : base(ContentNetIDs.CARGO_ORDER_DATABASE)
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public readonly List<CargoOrderData>? Orders;
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public CargoOrderDatabaseState(List<CargoOrderData>? orders) : base(ContentNetIDs.CARGO_ORDER_DATABASE)
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{
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Orders = orders;
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}
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@@ -7,9 +7,9 @@ namespace Content.Shared.GameObjects.Components.Items
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[Serializable, NetSerializable]
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public class ClothingComponentState : ItemComponentState
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{
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public string ClothingEquippedPrefix { get; set; }
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public string? ClothingEquippedPrefix { get; set; }
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public ClothingComponentState(string clothingEquippedPrefix, string equippedPrefix) : base(equippedPrefix, ContentNetIDs.CLOTHING)
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public ClothingComponentState(string? clothingEquippedPrefix, string? equippedPrefix) : base(equippedPrefix, ContentNetIDs.CLOTHING)
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{
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ClothingEquippedPrefix = clothingEquippedPrefix;
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}
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@@ -8,14 +8,14 @@ namespace Content.Shared.GameObjects.Components.Items
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[Serializable, NetSerializable]
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public class ItemComponentState : ComponentState
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{
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public string EquippedPrefix { get; set; }
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public string? EquippedPrefix { get; set; }
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public ItemComponentState(string equippedPrefix) : base(ContentNetIDs.ITEM)
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public ItemComponentState(string? equippedPrefix) : base(ContentNetIDs.ITEM)
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{
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EquippedPrefix = equippedPrefix;
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}
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protected ItemComponentState(string equippedPrefix, uint netId) : base(netId)
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protected ItemComponentState(string? equippedPrefix, uint netId) : base(netId)
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{
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EquippedPrefix = equippedPrefix;
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}
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@@ -13,11 +13,11 @@ namespace Content.Shared.GameObjects.Components.Medical
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[Serializable, NetSerializable]
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public class CloningPodBoundUserInterfaceState : BoundUserInterfaceState
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{
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public readonly Dictionary<int, string> MindIdName;
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public readonly Dictionary<int, string?> MindIdName;
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public readonly float Progress;
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public readonly bool MindPresent;
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public CloningPodBoundUserInterfaceState(Dictionary<int, string> mindIdName, float progress, bool mindPresent)
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public CloningPodBoundUserInterfaceState(Dictionary<int, string?> mindIdName, float progress, bool mindPresent)
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{
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MindIdName = mindIdName;
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Progress = progress;
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@@ -11,13 +11,13 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels
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public (bool chambered, bool spent) Chamber { get; }
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public FireRateSelector FireRateSelector { get; }
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public (int count, int max)? Magazine { get; }
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public string SoundGunshot { get; }
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public string? SoundGunshot { get; }
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public BoltActionBarrelComponentState(
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(bool chambered, bool spent) chamber,
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FireRateSelector fireRateSelector,
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(int count, int max)? magazine,
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string soundGunshot) :
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string? soundGunshot) :
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base(ContentNetIDs.BOLTACTION_BARREL)
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{
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Chamber = chamber;
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@@ -31,13 +31,13 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels
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public bool Chambered { get; }
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public FireRateSelector FireRateSelector { get; }
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public (int count, int max)? Magazine { get; }
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public string SoundGunshot { get; }
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public string? SoundGunshot { get; }
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public MagazineBarrelComponentState(
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bool chambered,
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FireRateSelector fireRateSelector,
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(int count, int max)? magazine,
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string soundGunshot) :
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string? soundGunshot) :
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base(ContentNetIDs.MAGAZINE_BARREL)
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{
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Chambered = chambered;
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@@ -11,13 +11,13 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels
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public (bool chambered, bool spent) Chamber { get; }
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public FireRateSelector FireRateSelector { get; }
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public (int count, int max)? Magazine { get; }
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public string SoundGunshot { get; }
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public string? SoundGunshot { get; }
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public PumpBarrelComponentState(
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(bool chambered, bool spent) chamber,
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FireRateSelector fireRateSelector,
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(int count, int max)? magazine,
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string soundGunshot) :
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string? soundGunshot) :
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base(ContentNetIDs.PUMP_BARREL)
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{
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Chamber = chamber;
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@@ -11,13 +11,13 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels
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public int CurrentSlot { get; }
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public FireRateSelector FireRateSelector { get; }
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public bool?[] Bullets { get; }
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public string SoundGunshot { get; }
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public string? SoundGunshot { get; }
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public RevolverBarrelComponentState(
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int currentSlot,
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FireRateSelector fireRateSelector,
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bool?[] bullets,
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string soundGunshot) :
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string? soundGunshot) :
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base(ContentNetIDs.REVOLVER_BARREL)
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{
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CurrentSlot = currentSlot;
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