Re-organize all projects (#4166)
This commit is contained in:
34
Content.Shared/Body/Surgery/ISurgeon.cs
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34
Content.Shared/Body/Surgery/ISurgeon.cs
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using System.Collections.Generic;
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using Content.Shared.Body.Mechanism;
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using Content.Shared.Body.Part;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Body.Surgery
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{
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/// <summary>
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/// Interface representing an entity capable of performing surgery,
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/// such as a circular saw.
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/// </summary>
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public interface ISurgeon
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{
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public delegate void MechanismRequestCallback(
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IMechanism target,
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IBodyPartContainer container,
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ISurgeon surgeon,
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IEntity performer);
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/// <summary>
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/// How long it takes to perform a single surgery step in seconds.
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/// </summary>
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public float BaseOperationTime { get; set; }
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/// <summary>
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/// When performing a surgery, the <see cref="SurgeryDataComponent"/>
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/// may sometimes require selecting from a set of
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/// <see cref="IMechanism"/>s to operate on.
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/// This function is called in that scenario, and it is expected that you call
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/// the callback with one <see cref="IMechanism"/> from the provided list.
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/// </summary>
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public void RequestMechanism(IEnumerable<IMechanism> options, MechanismRequestCallback callback);
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}
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}
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84
Content.Shared/Body/Surgery/SurgeryDataComponent.cs
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84
Content.Shared/Body/Surgery/SurgeryDataComponent.cs
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#nullable enable
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using Content.Shared.Body.Mechanism;
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using Content.Shared.Body.Part;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Body.Surgery
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{
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/// <summary>
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/// Represents the current surgery state of a <see cref="IBodyPart"/>.
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/// </summary>
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public interface ISurgeryData : IComponent
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{
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public delegate void SurgeryAction(IBodyPartContainer container, ISurgeon surgeon, IEntity performer);
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/// <summary>
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/// The <see cref="IBodyPart"/> this
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/// <see cref="ISurgeryData"/> is attached to.
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/// </summary>
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public IBodyPart? Parent { get; }
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/// <summary>
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/// The <see cref="BodyPartType"/> of the parent
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/// <see cref="IBodyPart"/>.
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/// </summary>
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public BodyPartType? ParentType { get; }
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/// <summary>
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/// Returns a description of this entity.
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/// </summary>
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/// <returns>The description shown upon observing this entity.</returns>
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public string GetDescription();
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/// <summary>
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/// Returns whether a <see cref="IMechanism"/> can be added into the
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/// <see cref="IBodyPart"/> this <see cref="ISurgeryData"/>
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/// represents.
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/// </summary>
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public bool CanAddMechanism(IMechanism mechanism);
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/// <summary>
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/// Returns whether the given <see cref="IBodyPart"/> can be connected
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/// to the <see cref="IBodyPart"/> this <see cref="ISurgeryData"/>
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/// represents.
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/// </summary>
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public bool CanAttachBodyPart(IBodyPart part);
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/// <summary>
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/// Gets the delegate corresponding to the surgery step using the given
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/// <see cref="SurgeryType"/>.
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/// </summary>
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/// <returns>
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/// The corresponding surgery action or null if no step can be
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/// performed.
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/// </returns>
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public SurgeryAction? GetSurgeryStep(SurgeryType toolType);
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/// <summary>
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/// Returns whether the given <see cref="SurgeryType"/> can be used to
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/// perform a surgery on the <see cref="IBodyPart"/> this
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/// <see cref="ISurgeryData"/> represents.
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/// </summary>
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public bool CheckSurgery(SurgeryType toolType)
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{
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return GetSurgeryStep(toolType) != null;
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}
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/// <summary>
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/// Attempts to perform surgery of the given <see cref="SurgeryType"/>.
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/// </summary>
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/// <param name="surgeryType">
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/// The <see cref="SurgeryType"/> used for this surgery.
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/// </param>
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/// <param name="container">
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/// The container where the surgery is being done.
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/// </param>
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/// <param name="surgeon">
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/// The entity being used to perform the surgery.
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/// </param>
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/// <param name="performer">The entity performing the surgery.</param>
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/// <returns>True if successful, false otherwise.</returns>
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public bool PerformSurgery(SurgeryType surgeryType, IBodyPartContainer container, ISurgeon surgeon,
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IEntity performer);
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}
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}
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22
Content.Shared/Body/Surgery/SurgeryType.cs
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22
Content.Shared/Body/Surgery/SurgeryType.cs
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Surgery
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{
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/// <summary>
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/// Types of surgery operations that can be performed.
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/// </summary>
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// TODO BODY Move this to YAML?
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[Serializable, NetSerializable]
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public enum SurgeryType
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{
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None = 0,
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Incision,
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Retraction,
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Cauterization,
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VesselCompression,
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Drilling,
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Amputation
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}
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}
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12
Content.Shared/Body/Surgery/SurgeryUIKey.cs
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12
Content.Shared/Body/Surgery/SurgeryUIKey.cs
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Surgery
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{
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[Serializable, NetSerializable]
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public enum SurgeryUIKey
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{
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Key
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}
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}
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74
Content.Shared/Body/Surgery/SurgeryUIMessages.cs
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74
Content.Shared/Body/Surgery/SurgeryUIMessages.cs
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Body.Surgery
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{
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[Serializable, NetSerializable]
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public class RequestBodyPartSurgeryUIMessage : BoundUserInterfaceMessage
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{
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public Dictionary<string, int> Targets;
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public RequestBodyPartSurgeryUIMessage(Dictionary<string, int> targets)
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{
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Targets = targets;
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}
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}
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[Serializable, NetSerializable]
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public class RequestMechanismSurgeryUIMessage : BoundUserInterfaceMessage
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{
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public Dictionary<string, int> Targets;
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public RequestMechanismSurgeryUIMessage(Dictionary<string, int> targets)
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{
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Targets = targets;
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}
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}
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[Serializable, NetSerializable]
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public class RequestBodyPartSlotSurgeryUIMessage : BoundUserInterfaceMessage
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{
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public Dictionary<string, int> Targets;
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public RequestBodyPartSlotSurgeryUIMessage(Dictionary<string, int> targets)
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{
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Targets = targets;
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}
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}
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[Serializable, NetSerializable]
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public class ReceiveBodyPartSurgeryUIMessage : BoundUserInterfaceMessage
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{
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public int SelectedOptionId;
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public ReceiveBodyPartSurgeryUIMessage(int selectedOptionId)
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{
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SelectedOptionId = selectedOptionId;
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}
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}
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[Serializable, NetSerializable]
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public class ReceiveMechanismSurgeryUIMessage : BoundUserInterfaceMessage
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{
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public int SelectedOptionId;
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public ReceiveMechanismSurgeryUIMessage(int selectedOptionId)
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{
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SelectedOptionId = selectedOptionId;
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}
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}
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[Serializable, NetSerializable]
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public class ReceiveBodyPartSlotSurgeryUIMessage : BoundUserInterfaceMessage
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{
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public int SelectedOptionId;
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public ReceiveBodyPartSlotSurgeryUIMessage(int selectedOptionId)
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{
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SelectedOptionId = selectedOptionId;
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}
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}
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}
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