Use automatic component registration.
This commit is contained in:
@@ -1,29 +1,15 @@
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using System;
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using Content.Client.Chat;
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using Content.Client.GameObjects;
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using Content.Client.GameObjects.Components;
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using Content.Client.GameObjects.Components.Actor;
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using Content.Client.GameObjects.Components.Clothing;
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using Content.Client.GameObjects.Components.Construction;
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using Content.Client.GameObjects.Components.IconSmoothing;
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using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.GameObjects.Components.Power;
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using Content.Client.GameObjects.Components.Research;
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using Content.Client.GameObjects.Components.Sound;
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using Content.Client.GameObjects.Components.Storage;
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using Content.Client.GameObjects.Components.Weapons.Ranged;
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using Content.Client.GameTicking;
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using Content.Client.Input;
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using Content.Client.Interfaces;
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using Content.Client.Interfaces.Chat;
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using Content.Client.Interfaces.GameObjects;
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using Content.Client.Interfaces.Parallax;
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using Content.Client.Parallax;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Content.Shared.GameObjects.Components.Markers;
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using Content.Shared.GameObjects.Components.Materials;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Research;
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using Content.Shared.Interfaces;
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using Robust.Client;
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@@ -51,115 +37,74 @@ namespace Content.Client
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var factory = IoCManager.Resolve<IComponentFactory>();
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var prototypes = IoCManager.Resolve<IPrototypeManager>();
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factory.RegisterIgnore("Interactable");
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factory.RegisterIgnore("Destructible");
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factory.RegisterIgnore("Temperature");
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factory.RegisterIgnore("PowerTransfer");
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factory.RegisterIgnore("PowerNode");
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factory.RegisterIgnore("PowerProvider");
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factory.RegisterIgnore("PowerDevice");
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factory.RegisterIgnore("PowerStorage");
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factory.RegisterIgnore("PowerGenerator");
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factory.DoAutoRegistrations();
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factory.RegisterIgnore("Explosive");
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factory.RegisterIgnore("OnUseTimerTrigger");
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var registerIgnore = new[]
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{
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"Interactable",
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"Destructible",
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"Temperature",
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"PowerTransfer",
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"PowerNode",
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"PowerProvider",
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"PowerDevice",
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"PowerStorage",
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"PowerGenerator",
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"Explosive",
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"OnUseTimerTrigger",
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"ToolboxElectricalFill",
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"ToolLockerFill",
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"EmitSoundOnUse",
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"FootstepModifier",
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"HeatResistance",
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"CombatMode",
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"Teleportable",
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"ItemTeleporter",
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"Portal",
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"EntityStorage",
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"PlaceableSurface",
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"Wirecutter",
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"Screwdriver",
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"Multitool",
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"Welder",
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"Wrench",
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"Crowbar",
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"HitscanWeapon",
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"ProjectileWeapon",
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"Projectile",
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"MeleeWeapon",
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"Storeable",
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"Stack",
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"Dice",
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"Construction",
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"Apc",
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"Door",
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"PoweredLight",
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"Smes",
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"Powercell",
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"HandheldLight",
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"LightBulb",
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"Healing",
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"Catwalk",
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"BallisticMagazine",
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"BallisticMagazineWeapon",
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"BallisticBullet",
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"HitscanWeaponCapacitor",
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"PowerCell",
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"AiController",
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"PlayerInputMover",
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};
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factory.RegisterIgnore("ToolboxElectricalFill");
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factory.RegisterIgnore("ToolLockerFill");
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factory.RegisterIgnore("EmitSoundOnUse");
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factory.RegisterIgnore("FootstepModifier");
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factory.RegisterIgnore("HeatResistance");
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factory.RegisterIgnore("CombatMode");
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factory.RegisterIgnore("Teleportable");
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factory.RegisterIgnore("ItemTeleporter");
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factory.RegisterIgnore("Portal");
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factory.RegisterIgnore("EntityStorage");
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factory.RegisterIgnore("PlaceableSurface");
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factory.RegisterIgnore("Wirecutter");
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factory.RegisterIgnore("Screwdriver");
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factory.RegisterIgnore("Multitool");
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factory.RegisterIgnore("Welder");
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factory.RegisterIgnore("Wrench");
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factory.RegisterIgnore("Crowbar");
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factory.Register<ClientRangedWeaponComponent>();
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factory.RegisterIgnore("HitscanWeapon");
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factory.RegisterIgnore("ProjectileWeapon");
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factory.RegisterIgnore("Projectile");
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factory.RegisterIgnore("MeleeWeapon");
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factory.RegisterIgnore("Storeable");
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factory.RegisterIgnore("Stack");
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factory.RegisterIgnore("Dice");
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factory.Register<HandsComponent>();
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factory.RegisterReference<HandsComponent, IHandsComponent>();
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factory.Register<ClientStorageComponent>();
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factory.Register<ClientInventoryComponent>();
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factory.Register<PowerDebugTool>();
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factory.Register<ConstructorComponent>();
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factory.Register<ConstructionGhostComponent>();
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factory.Register<IconSmoothComponent>();
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factory.Register<LowWallComponent>();
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factory.RegisterReference<LowWallComponent, IconSmoothComponent>();
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factory.Register<DamageableComponent>();
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factory.Register<ClothingComponent>();
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factory.Register<ItemComponent>();
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factory.Register<MaterialComponent>();
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factory.Register<SolutionComponent>();
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factory.Register<SoundComponent>();
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factory.Register<MaterialStorageComponent>();
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factory.RegisterReference<MaterialStorageComponent, SharedMaterialStorageComponent>();
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factory.RegisterReference<ClothingComponent, ItemComponent>();
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factory.Register<SpeciesUI>();
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factory.Register<CharacterInterface>();
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factory.RegisterIgnore("Construction");
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factory.RegisterIgnore("Apc");
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factory.RegisterIgnore("Door");
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factory.RegisterIgnore("PoweredLight");
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factory.RegisterIgnore("Smes");
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factory.RegisterIgnore("Powercell");
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factory.RegisterIgnore("HandheldLight");
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factory.RegisterIgnore("LightBulb");
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factory.RegisterIgnore("Healing");
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factory.RegisterIgnore("Catwalk");
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factory.RegisterIgnore("BallisticMagazine");
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factory.RegisterIgnore("BallisticMagazineWeapon");
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factory.RegisterIgnore("BallisticBullet");
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factory.RegisterIgnore("HitscanWeaponCapacitor");
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prototypes.RegisterIgnore("material");
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factory.RegisterIgnore("PowerCell");
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factory.Register<SharedSpawnPointComponent>();
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foreach (var ignoreName in registerIgnore)
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{
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factory.RegisterIgnore(ignoreName);
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}
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factory.Register<SharedLatheComponent>();
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factory.Register<LatheDatabaseComponent>();
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factory.Register<SharedSpawnPointComponent>();
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factory.Register<SolutionComponent>();
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factory.RegisterReference<LatheDatabaseComponent, SharedLatheDatabaseComponent>();
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factory.Register<CameraRecoilComponent>();
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factory.RegisterReference<CameraRecoilComponent, SharedCameraRecoilComponent>();
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factory.Register<SubFloorHideComponent>();
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factory.RegisterIgnore("AiController");
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factory.RegisterIgnore("PlayerInputMover");
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factory.Register<ExaminerComponent>();
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factory.Register<CharacterInfoComponent>();
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factory.Register<WindowComponent>();
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prototypes.RegisterIgnore("material");
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IoCManager.Register<IGameHud, GameHud>();
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IoCManager.Register<IClientNotifyManager, ClientNotifyManager>();
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@@ -188,6 +133,7 @@ namespace Content.Client
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_escapeMenuOwner.Initialize();
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}
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/// <summary>
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/// Subscribe events to the player manager after the player manager is set up
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/// </summary>
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