Re-organize all projects (#4166)
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@@ -0,0 +1,75 @@
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#nullable enable
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using System;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Light.Component
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{
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[Serializable, NetSerializable]
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public enum ExpendableLightVisuals
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{
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State
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}
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[Serializable, NetSerializable]
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public enum ExpendableLightState
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{
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BrandNew,
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Lit,
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Fading,
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Dead
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}
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public abstract class SharedExpendableLightComponent: Robust.Shared.GameObjects.Component
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{
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public sealed override string Name => "ExpendableLight";
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[ViewVariables(VVAccess.ReadOnly)]
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protected ExpendableLightState CurrentState { get; set; }
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[ViewVariables]
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[DataField("turnOnBehaviourID")]
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protected string TurnOnBehaviourID { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("fadeOutBehaviourID")]
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protected string FadeOutBehaviourID { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("glowDuration")]
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protected float GlowDuration { get; set; } = 60 * 15f;
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[ViewVariables]
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[DataField("fadeOutDuration")]
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protected float FadeOutDuration { get; set; } = 60 * 5f;
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[ViewVariables]
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[DataField("spentDesc")]
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protected string SpentDesc { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("spentName")]
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protected string SpentName { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("iconStateSpent")]
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protected string IconStateSpent { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("iconStateOn")]
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protected string IconStateLit { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("litSound")]
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protected string LitSound { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("loopedSound")]
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protected string LoopedSound { get; set; } = string.Empty;
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[ViewVariables]
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[DataField("dieSound")]
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protected string DieSound { get; set; } = string.Empty;
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}
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}
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@@ -0,0 +1,45 @@
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#nullable enable
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using System;
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using Content.Shared.NetIDs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Component
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{
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public abstract class SharedHandheldLightComponent : Robust.Shared.GameObjects.Component
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{
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public sealed override string Name => "HandheldLight";
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public sealed override uint? NetID => ContentNetIDs.HANDHELD_LIGHT;
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protected abstract bool HasCell { get; }
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protected const int StatusLevels = 6;
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[Serializable, NetSerializable]
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protected sealed class HandheldLightComponentState : ComponentState
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{
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public byte? Charge { get; }
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public HandheldLightComponentState(byte? charge) : base(ContentNetIDs.HANDHELD_LIGHT)
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{
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Charge = charge;
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}
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}
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}
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[Serializable, NetSerializable]
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public enum HandheldLightVisuals
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{
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Power
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}
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[Serializable, NetSerializable]
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public enum HandheldLightPowerStates
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{
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FullPower,
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LowPower,
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Dying,
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}
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}
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@@ -0,0 +1,11 @@
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#nullable enable
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namespace Content.Shared.Light.Component
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{
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/// <summary>
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/// A component which applies a specific behaviour to a PointLightComponent on its owner.
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/// </summary>
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public class SharedLightBehaviourComponent : Robust.Shared.GameObjects.Component
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{
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public override string Name => "LightBehaviour";
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}
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}
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29
Content.Shared/Light/SharedPoweredLightVisuals.cs
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29
Content.Shared/Light/SharedPoweredLightVisuals.cs
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@@ -0,0 +1,29 @@
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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.Light
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{
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[Serializable, NetSerializable]
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public enum PoweredLightVisuals : byte
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{
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BulbState,
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BulbColor,
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Blinking
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}
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[Serializable, NetSerializable]
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public enum PoweredLightState : byte
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{
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Empty,
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On,
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Off,
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Broken,
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Burned
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}
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public enum PoweredLightLayers : byte
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{
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Base
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}
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}
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