Use automatic component registration.
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@@ -55,7 +55,7 @@ namespace Content.Shared.Chemistry
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}
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/// <summary>
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/// Adds a given quantity of a reagent directly into the solution.
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/// Adds a given quantity of a reagent directly into the solution.
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/// </summary>
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/// <param name="reagentId">The prototype ID of the reagent to add.</param>
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/// <param name="quantity">The quantity in milli-units.</param>
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@@ -193,7 +193,7 @@ namespace Content.Shared.Chemistry
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return newSolution;
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}
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public void AddSolution(Solution otherSolution)
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{
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for (var i = 0; i < otherSolution._contents.Count; i++)
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@@ -232,7 +232,7 @@ namespace Content.Shared.Chemistry
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newSolution._contents.Add(reagent);
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volume += reagent.Quantity;
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}
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newSolution.TotalVolume = volume;
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return newSolution;
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}
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@@ -257,7 +257,7 @@ namespace Content.Shared.Chemistry
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}
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#region Enumeration
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public IEnumerator<ReagentQuantity> GetEnumerator()
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{
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return _contents.GetEnumerator();
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@@ -14,6 +14,7 @@ namespace Content.Shared.GameObjects.Components.Materials
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/// Component to store data such as "this object is made out of steel".
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/// This is not a storage system for say smelteries.
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/// </summary>
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[RegisterComponent]
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public class MaterialComponent : Component
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{
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public const string SerializationCache = "mat";
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@@ -7,6 +7,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
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/// <summary>
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/// Component required for a player to be able to examine things.
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/// </summary>
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[RegisterComponent]
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public sealed class ExaminerComponent : Component
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{
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public override string Name => "Examiner";
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