Remove field: from DataField attributes (#3932)

This commit is contained in:
DrSmugleaf
2021-05-04 15:37:16 +02:00
committed by GitHub
parent 85f3871536
commit ad3b7fe97d
84 changed files with 228 additions and 242 deletions

View File

@@ -26,7 +26,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
public override string Name => "Ammo";
[field: DataField("caliber")]
[DataField("caliber")]
public BallisticCaliber Caliber { get; } = BallisticCaliber.Unspecified;
public bool Spent
@@ -53,7 +53,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
/// <summary>
/// Used for something that is deleted when the projectile is retrieved
/// </summary>
[field: DataField("caseless")]
[DataField("caseless")]
public bool Caseless { get; }
// Rather than managing bullet / case state seemed easier to just have 2 toggles
@@ -62,26 +62,26 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
/// <summary>
/// For shotguns where they might shoot multiple entities
/// </summary>
[field: DataField("projectilesFired")]
[DataField("projectilesFired")]
public int ProjectilesFired { get; } = 1;
[DataField("projectile")]
private string? _projectileId;
// How far apart each entity is if multiple are shot
[field: DataField("ammoSpread")]
[DataField("ammoSpread")]
public float EvenSpreadAngle { get; } = default;
/// <summary>
/// How fast the shot entities travel
/// </summary>
[field: DataField("ammoVelocity")]
[DataField("ammoVelocity")]
public float Velocity { get; } = 20f;
[DataField("muzzleFlash")]
private string _muzzleFlashSprite = "Objects/Weapons/Guns/Projectiles/bullet_muzzle.png";
[field: DataField("soundCollectionEject")]
[DataField("soundCollectionEject")]
public string? SoundCollectionEject { get; } = "CasingEject";
void ISerializationHooks.AfterDeserialization()

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@@ -39,7 +39,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
}
private const int DefaultCapacity = 6;
[field: DataField("capacity")]
[DataField("capacity")]
public override int Capacity { get; } = DefaultCapacity;
// Even a point having a chamber? I guess it makes some of the below code cleaner

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@@ -10,7 +10,6 @@ using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Asynchronous;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -51,7 +50,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
[DataField("allSelectors")]
private FireRateSelector _allRateSelectors;
[field: DataField("fireRate")]
[DataField("fireRate")]
public override float FireRate { get; } = 2f;
// _lastFire is when we actually fired (so if we hold the button then recoil doesn't build up if we're not firing)
@@ -93,14 +92,14 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
[DataField("ammoSpreadRatio")]
public float SpreadRatio { get; private set; }
[field: DataField("canMuzzleFlash")]
[DataField("canMuzzleFlash")]
public bool CanMuzzleFlash { get; } = true;
// Sounds
[field: DataField("soundGunshot")]
[DataField("soundGunshot")]
public string? SoundGunshot { get; set; }
[field: DataField("soundEmpty")]
[DataField("soundEmpty")]
public string SoundEmpty { get; } = "/Audio/Weapons/Guns/Empty/empty.ogg";
void ISerializationHooks.BeforeSerialization()