Refactor serialization copying to use source generators (#19412)
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@@ -4,7 +4,7 @@ namespace Content.Server.Electrocution;
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/// Updates every frame for short duration to check if electrifed entity is powered when activated, e.g to play animation
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/// </summary>
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[RegisterComponent]
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public sealed class ActivatedElectrifiedComponent : Component
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public sealed partial class ActivatedElectrifiedComponent : Component
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{
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/// <summary>
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/// How long electrified entity will remain active
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@@ -6,7 +6,7 @@ namespace Content.Server.Electrocution;
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/// Component for things that shock users on touch.
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/// </summary>
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[RegisterComponent]
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public sealed class ElectrifiedComponent : Component
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public sealed partial class ElectrifiedComponent : Component
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{
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[DataField("enabled")]
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public bool Enabled = true;
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@@ -5,7 +5,7 @@
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/// </summary>
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[RegisterComponent]
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[Access(typeof(ElectrocutionSystem))]
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public sealed class ElectrocutionComponent : Component
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public sealed partial class ElectrocutionComponent : Component
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{
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[DataField("timeLeft")]
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public float TimeLeft;
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@@ -6,7 +6,7 @@ using Robust.Shared.Map.Components;
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namespace Content.Server.Electrocution
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{
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[DataDefinition]
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public sealed class ElectrocutionNode : Node
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public sealed partial class ElectrocutionNode : Node
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{
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[DataField("cable")]
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public EntityUid CableEntity;
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@@ -1,9 +1,9 @@
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namespace Content.Server.Electrocution
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{
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[RegisterComponent]
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public sealed class RandomInsulationComponent : Component
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public sealed partial class RandomInsulationComponent : Component
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{
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[DataField("list")]
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public readonly float[] List = { 0f };
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public float[] List = { 0f };
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}
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}
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