Seal/abstract/virtual everything (#6739)

This commit is contained in:
mirrorcult
2022-02-16 00:23:23 -07:00
committed by GitHub
parent 4dfcacb86a
commit ec4d4688c7
1771 changed files with 2216 additions and 2164 deletions

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@@ -8,7 +8,7 @@ namespace Content.Server.Nuke.Commands
{
[UsedImplicitly]
[AdminCommand(AdminFlags.Fun)]
public class SendNukeCodesCommand : IConsoleCommand
public sealed class SendNukeCodesCommand : IConsoleCommand
{
public string Command => "nukecodes";
public string Description => "Send nuke codes to the communication console";

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@@ -11,7 +11,7 @@ namespace Content.Server.Nuke.Commands
{
[UsedImplicitly]
[AdminCommand(AdminFlags.Fun)]
public class ToggleNukeCommand : IConsoleCommand
public sealed class ToggleNukeCommand : IConsoleCommand
{
public string Command => "nukearm";
public string Description => "Toggle nuclear bomb timer. You can set timer directly. Uid is optional.";

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@@ -7,7 +7,7 @@ namespace Content.Server.Nuke
/// Can be used in mapping or admins spawn.
/// </summary>
[RegisterComponent]
public class NukeCodePaperComponent : Component
public sealed class NukeCodePaperComponent : Component
{
}
}

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@@ -5,7 +5,7 @@ using Robust.Shared.Localization;
namespace Content.Server.Nuke
{
public class NukeCodePaperSystem : EntitySystem
public sealed class NukeCodePaperSystem : EntitySystem
{
[Dependency] private readonly NukeCodeSystem _codes = default!;

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@@ -12,7 +12,7 @@ namespace Content.Server.Nuke
/// Nuclear code is generated once per round
/// One code works for all nukes
/// </summary>
public class NukeCodeSystem : EntitySystem
public sealed class NukeCodeSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IChatManager _chat = default!;

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@@ -16,7 +16,7 @@ namespace Content.Server.Nuke
/// </summary>
[RegisterComponent]
[Friend(typeof(NukeSystem))]
public class NukeComponent : Component
public sealed class NukeComponent : Component
{
/// <summary>
/// Default bomb timer value in seconds.

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@@ -23,7 +23,7 @@ using Robust.Shared.Player;
namespace Content.Server.Nuke
{
public class NukeSystem : EntitySystem
public sealed class NukeSystem : EntitySystem
{
[Dependency] private readonly NukeCodeSystem _codes = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;