Re-organize all projects (#4166)
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#nullable enable
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using System;
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using Content.Shared.Interaction;
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using Content.Shared.Trigger;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Explosion.Components
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{
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[RegisterComponent]
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public class OnUseTimerTriggerComponent : Component, IUse
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{
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public override string Name => "OnUseTimerTrigger";
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[DataField("delay")]
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private float _delay = 0f;
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public void Trigger(IEntity user)
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{
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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appearance.SetData(TriggerVisuals.VisualState, TriggerVisualState.Primed);
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EntitySystem.Get<TriggerSystem>().HandleTimerTrigger(TimeSpan.FromSeconds(_delay), user, Owner);
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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Trigger(eventArgs.User);
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return true;
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}
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}
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}
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