Refactor serialization copying to use source generators (#19412)

This commit is contained in:
DrSmugleaf
2023-08-22 18:14:33 -07:00
committed by GitHub
parent 08b43990ab
commit a88e747a0b
1737 changed files with 2532 additions and 2521 deletions

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@@ -4,7 +4,7 @@ namespace Content.Server.Electrocution;
/// Updates every frame for short duration to check if electrifed entity is powered when activated, e.g to play animation
/// </summary>
[RegisterComponent]
public sealed class ActivatedElectrifiedComponent : Component
public sealed partial class ActivatedElectrifiedComponent : Component
{
/// <summary>
/// How long electrified entity will remain active

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@@ -6,7 +6,7 @@ namespace Content.Server.Electrocution;
/// Component for things that shock users on touch.
/// </summary>
[RegisterComponent]
public sealed class ElectrifiedComponent : Component
public sealed partial class ElectrifiedComponent : Component
{
[DataField("enabled")]
public bool Enabled = true;

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@@ -5,7 +5,7 @@
/// </summary>
[RegisterComponent]
[Access(typeof(ElectrocutionSystem))]
public sealed class ElectrocutionComponent : Component
public sealed partial class ElectrocutionComponent : Component
{
[DataField("timeLeft")]
public float TimeLeft;

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@@ -6,7 +6,7 @@ using Robust.Shared.Map.Components;
namespace Content.Server.Electrocution
{
[DataDefinition]
public sealed class ElectrocutionNode : Node
public sealed partial class ElectrocutionNode : Node
{
[DataField("cable")]
public EntityUid CableEntity;

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@@ -1,9 +1,9 @@
namespace Content.Server.Electrocution
{
[RegisterComponent]
public sealed class RandomInsulationComponent : Component
public sealed partial class RandomInsulationComponent : Component
{
[DataField("list")]
public readonly float[] List = { 0f };
public float[] List = { 0f };
}
}