Use automatic component registration.
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@@ -1,8 +1,11 @@
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedCameraRecoilComponent))]
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public sealed class CameraRecoilComponent : SharedCameraRecoilComponent
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{
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public override void Kick(Vector2 recoil)
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@@ -8,6 +8,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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/// This is used to differentiate between regular item interactions or
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/// using *everything* as a weapon.
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/// </summary>
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[RegisterComponent]
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public sealed class CombatModeComponent : Component
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{
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public override string Name => "CombatMode";
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@@ -1,9 +1,10 @@
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using System;
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using Robust.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects
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{
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[RegisterComponent]
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public class HeatResistanceComponent : Component
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{
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public override string Name => "HeatResistance";
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@@ -1,14 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Content.Server.Mobs;
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using Robust.Server.GameObjects;
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using Content.Server.Mobs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Log;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Mobs
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@@ -16,6 +8,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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/// <summary>
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/// Stores a <see cref="Server.Mobs.Mind"/> on a mob.
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/// </summary>
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[RegisterComponent]
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public class MindComponent : Component
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{
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/// <inheritdoc />
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@@ -12,6 +12,7 @@ using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects
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{
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[RegisterComponent]
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public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior, IExAct
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{
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/// <summary>
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