Refactor serialization copying to use source generators (#19412)
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@@ -8,7 +8,7 @@ namespace Content.Server.Weapons.Melee.Balloon;
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/// This is used for weapons that pop balloons on attack.
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/// </summary>
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[RegisterComponent]
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public sealed class BalloonPopperComponent : Component
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public sealed partial class BalloonPopperComponent : Component
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{
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/// <summary>
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/// The tag that marks something as a balloon.
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@@ -4,7 +4,7 @@ using Robust.Shared.Audio;
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namespace Content.Server.Weapons.Melee.EnergySword;
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[RegisterComponent]
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internal sealed class EnergySwordComponent : Component
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internal sealed partial class EnergySwordComponent : Component
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{
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public Color BladeColor = Color.DodgerBlue;
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@@ -4,7 +4,7 @@ using Robust.Shared.Audio;
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namespace Content.Server.Weapons.Melee.WeaponRandom;
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[RegisterComponent]
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internal sealed class WeaponRandomComponent : Component
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internal sealed partial class WeaponRandomComponent : Component
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{
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/// <summary>
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@@ -3,4 +3,4 @@ using Content.Shared.Weapons.Ranged.Components;
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namespace Content.Server.Weapons.Ranged.Components;
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[RegisterComponent]
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public sealed class AmmoCounterComponent : SharedAmmoCounterComponent {}
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public sealed partial class AmmoCounterComponent : SharedAmmoCounterComponent {}
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@@ -28,10 +28,10 @@ public sealed partial class BatteryWeaponFireModesComponent : Component
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}
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[DataDefinition]
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public sealed class BatteryWeaponFireMode
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public sealed partial class BatteryWeaponFireMode
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{
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/// <summary>
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/// The projectile prototype associated with this firing mode
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/// The projectile prototype associated with this firing mode
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/// </summary>
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[DataField("proto", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Prototype = default!;
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@@ -1,7 +1,7 @@
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namespace Content.Server.Weapons.Ranged.Components
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{
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[RegisterComponent]
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public sealed class ChemicalAmmoComponent : Component
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public sealed partial class ChemicalAmmoComponent : Component
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{
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public const string DefaultSolutionName = "ammo";
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@@ -8,7 +8,7 @@ namespace Content.Server.Weapons.Ranged.Components;
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/// Plays the specified sound upon receiving damage of that type.
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/// </summary>
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[RegisterComponent]
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public sealed class RangedDamageSoundComponent : Component
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public sealed partial class RangedDamageSoundComponent : Component
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{
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// TODO: Limb damage changing sound type.
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