Seal/abstract/virtual everything (#6739)
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@@ -3,7 +3,7 @@ using Robust.Shared.GameObjects;
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namespace Content.Shared.Electrocution
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{
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public class ElectrocutionAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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public sealed class ElectrocutionAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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@@ -19,7 +19,7 @@ namespace Content.Shared.Electrocution
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}
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}
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public class ElectrocutedEvent : EntityEventArgs
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public sealed class ElectrocutedEvent : EntityEventArgs
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{
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public readonly EntityUid TargetUid;
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public readonly EntityUid? SourceUid;
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@@ -9,7 +9,7 @@ namespace Content.Shared.Electrocution
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{
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[Friend(typeof(SharedElectrocutionSystem))]
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[RegisterComponent, NetworkedComponent]
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public class InsulatedComponent : Component
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public sealed class InsulatedComponent : Component
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{
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/// <summary>
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/// Siemens coefficient. Zero means completely insulated.
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@@ -21,7 +21,7 @@ namespace Content.Shared.Electrocution
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// Technically, people could cheat and figure out which budget insulated gloves are gud and which ones are bad.
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// We might want to rethink this a little bit.
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[NetSerializable, Serializable]
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public class InsulatedComponentState : ComponentState
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public sealed class InsulatedComponentState : ComponentState
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{
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public float SiemensCoefficient { get; private set; }
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