Refactor serialization copying to use source generators (#19412)
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@@ -8,7 +8,7 @@ namespace Content.Server.Fluids.Components;
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/// Added to puddles that contain water so it may evaporate over time.
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/// </summary>
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[RegisterComponent, Access(typeof(PuddleSystem))]
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public sealed class EvaporationComponent : Component
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public sealed partial class EvaporationComponent : Component
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{
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/// <summary>
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/// The next time we remove the EvaporationSystem reagent amount from this entity.
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@@ -4,7 +4,7 @@ namespace Content.Server.Fluids.Components;
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/// Used to track evaporation sparkles so we can delete if necessary.
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/// </summary>
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[RegisterComponent]
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public sealed class EvaporationSparkleComponent : Component
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public sealed partial class EvaporationSparkleComponent : Component
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{
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}
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@@ -1,7 +1,7 @@
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namespace Content.Server.Fluids.Components;
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[RegisterComponent]
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public sealed class FootstepTrackComponent : Component
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public sealed partial class FootstepTrackComponent : Component
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{
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}
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@@ -3,7 +3,7 @@ using Content.Shared.FixedPoint;
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namespace Content.Server.Fluids.Components;
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[RegisterComponent]
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public sealed class SpillableComponent : Component
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public sealed partial class SpillableComponent : Component
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{
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[DataField("solution")]
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public string SolutionName = "puddle";
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@@ -8,7 +8,7 @@ namespace Content.Server.Fluids.Components;
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[RegisterComponent]
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[Access(typeof(SpraySystem))]
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public sealed class SprayComponent : Component
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public sealed partial class SprayComponent : Component
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{
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public const string SolutionName = "spray";
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@@ -32,5 +32,5 @@ public sealed class SprayComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField("spraySound", required: true)]
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[Access(typeof(SpraySystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public SoundSpecifier SpraySound { get; } = default!;
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public SoundSpecifier SpraySound { get; private set; } = default!;
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}
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