Enable nullability in Content.Server (#3685)

This commit is contained in:
DrSmugleaf
2021-03-16 15:50:20 +01:00
committed by GitHub
parent 90fec0ed24
commit a5ade526b7
306 changed files with 1616 additions and 1441 deletions

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@@ -11,13 +11,13 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels
public (bool chambered, bool spent) Chamber { get; }
public FireRateSelector FireRateSelector { get; }
public (int count, int max)? Magazine { get; }
public string SoundGunshot { get; }
public string? SoundGunshot { get; }
public BoltActionBarrelComponentState(
(bool chambered, bool spent) chamber,
FireRateSelector fireRateSelector,
(int count, int max)? magazine,
string soundGunshot) :
string? soundGunshot) :
base(ContentNetIDs.BOLTACTION_BARREL)
{
Chamber = chamber;

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@@ -31,13 +31,13 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels
public bool Chambered { get; }
public FireRateSelector FireRateSelector { get; }
public (int count, int max)? Magazine { get; }
public string SoundGunshot { get; }
public string? SoundGunshot { get; }
public MagazineBarrelComponentState(
bool chambered,
FireRateSelector fireRateSelector,
(int count, int max)? magazine,
string soundGunshot) :
string? soundGunshot) :
base(ContentNetIDs.MAGAZINE_BARREL)
{
Chambered = chambered;

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@@ -11,13 +11,13 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels
public (bool chambered, bool spent) Chamber { get; }
public FireRateSelector FireRateSelector { get; }
public (int count, int max)? Magazine { get; }
public string SoundGunshot { get; }
public string? SoundGunshot { get; }
public PumpBarrelComponentState(
(bool chambered, bool spent) chamber,
FireRateSelector fireRateSelector,
(int count, int max)? magazine,
string soundGunshot) :
string? soundGunshot) :
base(ContentNetIDs.PUMP_BARREL)
{
Chamber = chamber;

View File

@@ -11,13 +11,13 @@ namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels
public int CurrentSlot { get; }
public FireRateSelector FireRateSelector { get; }
public bool?[] Bullets { get; }
public string SoundGunshot { get; }
public string? SoundGunshot { get; }
public RevolverBarrelComponentState(
int currentSlot,
FireRateSelector fireRateSelector,
bool?[] bullets,
string soundGunshot) :
string? soundGunshot) :
base(ContentNetIDs.REVOLVER_BARREL)
{
CurrentSlot = currentSlot;