-using System.Collections.Generic;
using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.Manager.Attributes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
-using Robust.Shared.Utility;
namespace Content.Client.Parallax.Data;
/// Prototype data for a parallax.
/// </summary>
[Prototype("parallax")]
-public sealed class ParallaxPrototype : IPrototype
+public sealed partial class ParallaxPrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
namespace Content.Server.Advertisements
{
[Serializable, Prototype("advertisementsPack")]
- public sealed class AdvertisementsPackPrototype : IPrototype
+ public sealed partial class AdvertisementsPackPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
namespace Content.Server.AlertLevel;
[Prototype("alertLevels")]
-public sealed class AlertLevelPrototype : IPrototype
+public sealed partial class AlertLevelPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
-using Content.Server.GameTicking.Presets;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.Announcements;
/// Used for any announcements on the start of a round.
/// </summary>
[Prototype("roundAnnouncement")]
-public sealed class RoundAnnouncementPrototype : IPrototype
+public sealed partial class RoundAnnouncementPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
}
[Prototype("gasReaction")]
- public sealed class GasReactionPrototype : IPrototype
+ public sealed partial class GasReactionPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
/// A round-start setup preset, such as which antagonists to spawn.
/// </summary>
[Prototype("gamePreset")]
- public sealed class GamePresetPrototype : IPrototype
+ public sealed partial class GamePresetPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// Prototype for a lobby background the game can choose.
/// </summary>
[Prototype("lobbyBackground")]
-public sealed class LobbyBackgroundPrototype : IPrototype
+public sealed partial class LobbyBackgroundPrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
/*
[Prototype("gameRule")]
-public sealed class GameRulePrototype : IPrototype
+public sealed partial class GameRulePrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
namespace Content.Server.Holiday
{
[Prototype("holiday")]
- public sealed class HolidayPrototype : IPrototype
+ public sealed partial class HolidayPrototype : IPrototype
{
[DataField("name")] public string Name { get; private set; } = string.Empty;
/// Prototype that holds a pool of maps that can be indexed based on the map pool CCVar.
/// </summary>
[Prototype("gameMapPool"), PublicAPI]
-public sealed class GameMapPoolPrototype : IPrototype
+public sealed partial class GameMapPoolPrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
/// Contains data about this faction's relations with other factions.
/// </summary>
[Prototype("npcFaction")]
- public sealed class NpcFactionPrototype : IPrototype
+ public sealed partial class NpcFactionPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
/// Represents a network of multiple tasks. This gets expanded out to its relevant nodes.
/// </summary>
[Prototype("htnCompound")]
-public sealed class HTNCompoundPrototype : IPrototype
+public sealed partial class HTNCompoundPrototype : IPrototype
{
[IdDataField] public string ID { get; } = string.Empty;
namespace Content.Server.NPC.Queries.Curves;
[Prototype("utilityCurvePreset")]
-public sealed class UtilityCurvePresetPrototype : IPrototype
+public sealed partial class UtilityCurvePresetPrototype : IPrototype
{
[IdDataField] public string ID { get; } = string.Empty;
/// These results are then run through the considerations.
/// </summary>
[Prototype("utilityQuery")]
-public sealed class UtilityQueryPrototype : IPrototype
+public sealed partial class UtilityQueryPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
namespace Content.Server.Salvage;
[Prototype("salvageMap")]
-public sealed class SalvageMapPrototype : IPrototype
+public sealed partial class SalvageMapPrototype : IPrototype
{
[ViewVariables] [IdDataField] public string ID { get; } = default!;
namespace Content.Server.Speech.Components
{
[Prototype("accent")]
- public sealed class ReplacementAccentPrototype : IPrototype
+ public sealed partial class ReplacementAccentPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
namespace Content.Server.Wires;
/// WiresSystem as a functional wire set.
/// </summary>
[Prototype("wireLayout")]
-public sealed class WireLayoutPrototype : IPrototype, IInheritingPrototype
+public sealed partial class WireLayoutPrototype : IPrototype, IInheritingPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// of noise channels at that location.
/// </summary>
[Prototype("spaceBiome")]
-public sealed class BiomePrototype : IPrototype, IInheritingPrototype
+public sealed partial class BiomePrototype : IPrototype, IInheritingPrototype
{
/// <inheritdoc />
[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<EntityPrototype>))]
/// The components included are applied to the map that world generation is configured on.
/// </summary>
[Prototype("worldgenConfig")]
-public sealed class WorldgenConfigPrototype : IPrototype
+public sealed partial class WorldgenConfigPrototype : IPrototype
{
/// <inheritdoc />
[IdDataField]
/// Used by <see cref="AccessComponent"/> to avoid boilerplate.
/// </summary>
[Prototype("accessGroup")]
-public sealed class AccessGroupPrototype : IPrototype
+public sealed partial class AccessGroupPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// Defines a single access level that can be stored on ID cards and checked for.
/// </summary>
[Prototype("accessLevel")]
- public sealed class AccessLevelPrototype : IPrototype
+ public sealed partial class AccessLevelPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
/// An alert popup with associated icon, tooltip, and other data.
/// </summary>
[Prototype("alert")]
- public sealed class AlertPrototype : IPrototype, ISerializationHooks
+ public sealed partial class AlertPrototype : IPrototype, ISerializationHooks
{
[ViewVariables]
string IPrototype.ID => AlertType.ToString();
[Prototype("alarmThreshold")]
-public sealed class AtmosAlarmThresholdPrototype : IPrototype
+public sealed partial class AtmosAlarmThresholdPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
namespace Content.Shared.Atmos.Prototypes
{
[Prototype("gas")]
- public sealed class GasPrototype : IPrototype
+ public sealed partial class GasPrototype : IPrototype
{
[DataField("name")] public string Name { get; set; } = "";
/// Attaches a rules prototype to sound files to play ambience.
/// </summary>
[Prototype("ambientMusic")]
-public sealed class AmbientMusicPrototype : IPrototype
+public sealed partial class AmbientMusicPrototype : IPrototype
{
[IdDataField] public string ID { get; } = string.Empty;
namespace Content.Shared.BarSign
{
[Prototype("barSign")]
- public sealed class BarSignPrototype : IPrototype
+ public sealed partial class BarSignPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.Body.Prototypes;
[Prototype("body")]
-public sealed class BodyPrototype : IPrototype
+public sealed partial class BodyPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.Body.Prototypes
{
[Prototype("metabolismGroup")]
- public sealed class MetabolismGroupPrototype : IPrototype
+ public sealed partial class MetabolismGroupPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
namespace Content.Shared.Body.Prototypes
{
[Prototype("metabolizerType")]
- public sealed class MetabolizerTypePrototype : IPrototype
+ public sealed partial class MetabolizerTypePrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// to receive a monetary reward.
/// </summary>
[Prototype("cargoBounty"), Serializable, NetSerializable]
-public sealed class CargoBountyPrototype : IPrototype
+public sealed partial class CargoBountyPrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Shared.Cargo.Prototypes
{
[Prototype("cargoProduct")]
- public sealed class CargoProductPrototype : IPrototype
+ public sealed partial class CargoProductPrototype : IPrototype
{
[DataField("name")] private string _name = string.Empty;
-namespace Content.Shared.Chat.Prototypes;
-
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+namespace Content.Shared.Chat.Prototypes;
+
[Prototype("autoEmote")]
-public sealed class AutoEmotePrototype : IPrototype
+public sealed partial class AutoEmotePrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
/// Entities can activate emotes by chat input or code.
/// </summary>
[Prototype("emote")]
-public sealed class EmotePrototype : IPrototype
+public sealed partial class EmotePrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// Different entities may use different sounds collections.
/// </summary>
[Prototype("emoteSounds")]
-public sealed class EmoteSoundsPrototype : IPrototype
+public sealed partial class EmoteSoundsPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// Prototype to store chat typing indicator visuals.
/// </summary>
[Prototype("typingIndicator")]
-public sealed class TypingIndicatorPrototype : IPrototype
+public sealed partial class TypingIndicatorPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// machines define their inventory.
/// </summary>
[Serializable, NetSerializable, Prototype("reagentDispenserInventory")]
- public sealed class ReagentDispenserInventoryPrototype : IPrototype
+ public sealed partial class ReagentDispenserInventoryPrototype : IPrototype
{
// TODO use ReagentId
[DataField("inventory", customTypeSerializer: typeof(PrototypeIdListSerializer<ReagentPrototype>))]
/// Prototype for chemical reaction definitions
/// </summary>
[Prototype("reaction")]
- public sealed class ReactionPrototype : IPrototype, IComparable<ReactionPrototype>
+ public sealed partial class ReactionPrototype : IPrototype, IComparable<ReactionPrototype>
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.Chemistry.Reaction;
[Prototype("reactiveGroup")]
-public sealed class ReactiveGroupPrototype : IPrototype
+public sealed partial class ReactiveGroupPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// You wouldn't do that, right?
/// </summary>
[Prototype("ninjaHackingThreat")]
-public sealed class NinjaHackingThreatPrototype : IPrototype
+public sealed partial class NinjaHackingThreatPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
namespace Content.Shared.Construction.Prototypes
{
[Prototype("constructionGraph")]
- public sealed class ConstructionGraphPrototype : IPrototype, ISerializationHooks
+ public sealed partial class ConstructionGraphPrototype : IPrototype, ISerializationHooks
{
private readonly Dictionary<string, ConstructionGraphNode> _nodes = new();
private readonly Dictionary<(string, string), ConstructionGraphNode[]?> _paths = new();
namespace Content.Shared.Construction.Prototypes;
[Prototype("construction")]
-public sealed class ConstructionPrototype : IPrototype
+public sealed partial class ConstructionPrototype : IPrototype
{
[DataField("conditions")] private List<IConstructionCondition> _conditions = new();
/// different types of machine parts.
/// </summary>
[Prototype("machinePart")]
-public sealed class MachinePartPrototype : IPrototype
+public sealed partial class MachinePartPrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
/// </remarks>
[Prototype("damageContainer")]
[Serializable, NetSerializable]
- public sealed class DamageContainerPrototype : IPrototype
+ public sealed partial class DamageContainerPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
/// </remarks>
[Prototype("damageGroup", 2)]
[Serializable, NetSerializable]
- public sealed class DamageGroupPrototype : IPrototype
+ public sealed partial class DamageGroupPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
/// A single damage type. These types are grouped together in <see cref="DamageGroupPrototype"/>s.
/// </summary>
[Prototype("damageType")]
- public sealed class DamageTypePrototype : IPrototype
+ public sealed partial class DamageTypePrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// Prototype for examinable damage messages.
/// </summary>
[Prototype("examinableDamage")]
-public sealed class ExaminableDamagePrototype : IPrototype
+public sealed partial class ExaminableDamagePrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
namespace Content.Shared.Dataset
{
[Prototype("dataset")]
- public sealed class DatasetPrototype : IPrototype
+ public sealed partial class DatasetPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.Decals;
[Prototype("palette")]
-public sealed class ColorPalettePrototype : IPrototype
+public sealed partial class ColorPalettePrototype : IPrototype
{
[IdDataField] public string ID { get; } = null!;
[DataField("name")] public string Name { get; private set; } = null!;
namespace Content.Shared.Decals
{
[Prototype("decal")]
- public sealed class DecalPrototype : IPrototype
+ public sealed partial class DecalPrototype : IPrototype
{
[IdDataField] public string ID { get; } = null!;
[DataField("sprite")] public SpriteSpecifier Sprite { get; private set; } = SpriteSpecifier.Invalid;
/// </summary>
[Prototype("deviceFrequency")]
[Serializable, NetSerializable]
-public sealed class DeviceFrequencyPrototype : IPrototype
+public sealed partial class DeviceFrequencyPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
namespace Content.Shared.EntityList
{
[Prototype("entityList")]
- public sealed class EntityListPrototype : IPrototype
+ public sealed partial class EntityListPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.EntityList;
[Prototype("entityLootTable")]
-public sealed class EntityLootTablePrototype : IPrototype
+public sealed partial class EntityLootTablePrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// that map of airtight entities. This could be done, but is just not yet implemented.
/// </remarks>
[Prototype("explosion")]
-public sealed class ExplosionPrototype : IPrototype
+public sealed partial class ExplosionPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
namespace Content.Shared.HUD
{
[Prototype("hudTheme")]
- public sealed class HudThemePrototype : IPrototype
+ public sealed partial class HudThemePrototype : IPrototype
{
[DataField("name", required: true)]
public string Name { get; private set; } = string.Empty;
}
[Prototype("markingPoints")]
-public sealed class MarkingPointsPrototype : IPrototype
+public sealed partial class MarkingPointsPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.Humanoid.Markings
{
[Prototype("marking")]
- public sealed class MarkingPrototype : IPrototype
+ public sealed partial class MarkingPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = "uwu";
namespace Content.Shared.Humanoid.Prototypes;
[Prototype("humanoidProfile")]
-public sealed class HumanoidProfilePrototype : IPrototype
+public sealed partial class HumanoidProfilePrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
-using Content.Shared.Humanoid.Markings;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
/// or settings per layer)
/// </summary>
[Prototype("speciesBaseSprites")]
-public sealed class HumanoidSpeciesBaseSpritesPrototype : IPrototype
+public sealed partial class HumanoidSpeciesBaseSpritesPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// that sprite (or at least, the layer this sprite is on).
/// </summary>
[Prototype("humanoidBaseSprite")]
-public sealed class HumanoidSpeciesSpriteLayer : IPrototype
+public sealed partial class HumanoidSpeciesSpriteLayer : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// This is what is used to change a humanoid spawned by RandomHumanoidSystem in Content.Server.
/// </summary>
[Prototype("randomHumanoidSettings")]
-public sealed class RandomHumanoidSettingsPrototype : IPrototype, IInheritingPrototype
+public sealed partial class RandomHumanoidSettingsPrototype : IPrototype, IInheritingPrototype
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.Humanoid.Prototypes;
[Prototype("species")]
-public sealed class SpeciesPrototype : IPrototype
+public sealed partial class SpeciesPrototype : IPrototype
{
/// <summary>
/// Prototype ID of the species.
namespace Content.Shared.Inventory;
[Prototype("inventoryTemplate")]
-public sealed class InventoryTemplatePrototype : IPrototype
+public sealed partial class InventoryTemplatePrototype : IPrototype
{
[IdDataField] public string ID { get; } = string.Empty;
/// A recipe for space microwaves.
/// </summary>
[Prototype("microwaveMealRecipe")]
- public sealed class FoodRecipePrototype : IPrototype
+ public sealed partial class FoodRecipePrototype : IPrototype
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.Maps
{
[Prototype("tile")]
- public sealed class ContentTileDefinition : IPrototype, IInheritingPrototype, ITileDefinition
+ public sealed partial class ContentTileDefinition : IPrototype, IInheritingPrototype, ITileDefinition
{
public const string SpaceID = "Space";
/// Properties should be intrinsic (or at least as much is necessary for game purposes).
/// </summary>
[Prototype("material")]
- public sealed class MaterialPrototype : IPrototype, IInheritingPrototype
+ public sealed partial class MaterialPrototype : IPrototype, IInheritingPrototype
{
[ViewVariables]
[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<MaterialPrototype>))]
/// This is a prototype for defining ores that generate in rock
/// </summary>
[Prototype("ore")]
-public sealed class OrePrototype : IPrototype
+public sealed partial class OrePrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
namespace Content.Shared.NameIdentifier;
[Prototype("nameIdentifierGroup")]
-public sealed class NameIdentifierGroupPrototype : IPrototype
+public sealed partial class NameIdentifierGroupPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
namespace Content.Shared.Nutrition;
[Prototype("flavor")]
-public sealed class FlavorPrototype : IPrototype
+public sealed partial class FlavorPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
using Content.Shared.Parallax.Biomes.Layers;
-using Robust.Shared.Noise;
using Robust.Shared.Prototypes;
namespace Content.Shared.Parallax.Biomes;
/// A preset group of biome layers to be used for a <see cref="BiomeComponent"/>
/// </summary>
[Prototype("biomeTemplate")]
-public sealed class BiomeTemplatePrototype : IPrototype
+public sealed partial class BiomeTemplatePrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
/// Given to a role to specify its ID for role-timer tracking purposes. That's it.
/// </summary>
[Prototype("playTimeTracker")]
-public sealed class PlayTimeTrackerPrototype : IPrototype
+public sealed partial class PlayTimeTrackerPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
}
namespace Content.Shared.Procedural;
[Prototype("dungeonConfig")]
-public sealed class DungeonConfigPrototype : IPrototype
+public sealed partial class DungeonConfigPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
namespace Content.Shared.Procedural;
[Prototype("dungeonPreset")]
-public sealed class DungeonPresetPrototype : IPrototype
+public sealed partial class DungeonPresetPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.Procedural;
[Prototype("dungeonRoomPack")]
-public sealed class DungeonRoomPackPrototype : IPrototype
+public sealed partial class DungeonRoomPackPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = string.Empty;
namespace Content.Shared.Procedural;
[Prototype("dungeonRoom")]
-public sealed class DungeonRoomPrototype : IPrototype
+public sealed partial class DungeonRoomPrototype : IPrototype
{
[IdDataField] public string ID { get; } = string.Empty;
/// Spawned inside of a salvage mission.
/// </summary>
[Prototype("salvageLoot")]
-public sealed class SalvageLootPrototype : IPrototype
+public sealed partial class SalvageLootPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.Procedural;
[Prototype("salvageDifficulty")]
-public sealed class SalvageDifficultyPrototype : IPrototype
+public sealed partial class SalvageDifficultyPrototype : IPrototype
{
[IdDataField] public string ID { get; } = string.Empty;
namespace Content.Shared.Radio;
[Prototype("radioChannel")]
-public sealed class RadioChannelPrototype : IPrototype
+public sealed partial class RadioChannelPrototype : IPrototype
{
/// <summary>
/// Human-readable name for the channel.
public string ID { get; } = default!;
/// <summary>
- /// If channel is long range it doesn't require telecommunication server
+ /// If channel is long range it doesn't require telecommunication server
/// and messages can be sent across different stations
/// </summary>
[DataField("longRange"), ViewVariables]
/// e.g. "choose maintenance audio if 90% of tiles nearby are maintenance tiles"
/// </summary>
[Prototype("rules")]
-public sealed class RulesPrototype : IPrototype
+public sealed partial class RulesPrototype : IPrototype
{
[IdDataField] public string ID { get; } = string.Empty;
/// Random weighting dataset for solutions, able to specify reagents quantity.
/// </summary>
[Prototype("weightedRandomFillSolution")]
-public sealed class WeightedRandomFillSolutionPrototype : IPrototype
+public sealed partial class WeightedRandomFillSolutionPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.Research.Prototypes
{
[NetSerializable, Serializable, Prototype("latheRecipe")]
- public sealed class LatheRecipePrototype : IPrototype
+ public sealed partial class LatheRecipePrototype : IPrototype
{
[ViewVariables]
[IdDataField]
/// that governs how <see cref="TechnologyPrototype"/>s are unlocked.
/// </summary>
[Prototype("techDiscipline")]
-public sealed class TechDisciplinePrototype : IPrototype
+public sealed partial class TechDisciplinePrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
/// This is a prototype for a technology that can be unlocked.
/// </summary>
[Prototype("technology")]
-public sealed class TechnologyPrototype : IPrototype
+public sealed partial class TechnologyPrototype : IPrototype
{
/// <inheritdoc/>
[IdDataField]
/// </summary>
[Prototype("antag")]
[Serializable, NetSerializable]
-public sealed class AntagPrototype : IPrototype
+public sealed partial class AntagPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
-using System.Linq;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Shared.Roles;
[Prototype("department")]
-public sealed class DepartmentPrototype : IPrototype
+public sealed partial class DepartmentPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
/// Describes information for a single job on the station.
/// </summary>
[Prototype("job")]
- public sealed class JobPrototype : IPrototype
+ public sealed partial class JobPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.Roles
{
[Prototype("startingGear")]
- public sealed class StartingGearPrototype : IPrototype
+ public sealed partial class StartingGearPrototype : IPrototype
{
[DataField]
public Dictionary<string, EntProtoId> Equipment = new();
/// Which one is selected depends on the mission difficulty, different weightedRandoms are picked from.
/// </summary>
[Prototype("salvageAirMod")]
-public sealed class SalvageAirMod : IPrototype, IBiomeSpecificMod
+public sealed partial class SalvageAirMod : IPrototype, IBiomeSpecificMod
{
[IdDataField]
public string ID { get; private set; } = default!;
/// Affects the biome to be used for salvage.
/// </summary>
[Prototype("salvageBiomeMod")]
-public sealed class SalvageBiomeModPrototype : IPrototype, ISalvageMod
+public sealed partial class SalvageBiomeModPrototype : IPrototype, ISalvageMod
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.Salvage.Expeditions.Modifiers;
[Prototype("salvageDungeonMod")]
-public sealed class SalvageDungeonModPrototype : IPrototype, IBiomeSpecificMod
+public sealed partial class SalvageDungeonModPrototype : IPrototype, IBiomeSpecificMod
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.Salvage.Expeditions.Modifiers;
[Prototype("salvageLightMod")]
-public sealed class SalvageLightMod : IPrototype, IBiomeSpecificMod
+public sealed partial class SalvageLightMod : IPrototype, IBiomeSpecificMod
{
[IdDataField] public string ID { get; } = default!;
/// Generic modifiers with no additional data
/// </summary>
[Prototype("salvageMod")]
-public sealed class SalvageMod : IPrototype, ISalvageMod
+public sealed partial class SalvageMod : IPrototype, ISalvageMod
{
[IdDataField] public string ID { get; } = default!;
using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Shared.Salvage.Expeditions.Modifiers;
[Prototype("salvageTemperatureMod")]
-public sealed class SalvageTemperatureMod : IPrototype, IBiomeSpecificMod
+public sealed partial class SalvageTemperatureMod : IPrototype, IBiomeSpecificMod
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.Salvage.Expeditions.Modifiers;
[Prototype("salvageWeatherMod")]
-public sealed class SalvageWeatherMod : IPrototype, IBiomeSpecificMod
+public sealed partial class SalvageWeatherMod : IPrototype, IBiomeSpecificMod
{
[IdDataField] public string ID { get; } = default!;
-using Content.Shared.Salvage.Expeditions.Modifiers;
using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Shared.Salvage.Expeditions;
[Prototype("salvageFaction")]
-public sealed class SalvageFactionPrototype : IPrototype
+public sealed partial class SalvageFactionPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.Speech
{
[Prototype("speechSounds")]
- public sealed class SpeechSoundsPrototype : IPrototype
+ public sealed partial class SpeechSoundsPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Speech;
/// on punctuation or by directly overriding the prototype.
/// </summary>
[Prototype("speechVerb")]
-public sealed class SpeechVerbPrototype : IPrototype
+public sealed partial class SpeechVerbPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;
namespace Content.Shared.SprayPainter.Prototypes;
[Prototype("AirlockGroup")]
-public sealed class AirlockGroupPrototype : IPrototype
+public sealed partial class AirlockGroupPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// Adds this node group to <see cref="Content.Server.Spreader.SpreaderSystem"/> for tick updates.
/// </summary>
[Prototype("edgeSpreader")]
-public sealed class EdgeSpreaderPrototype : IPrototype
+public sealed partial class EdgeSpreaderPrototype : IPrototype
{
[IdDataField] public string ID { get; } = string.Empty;
[DataField(required:true)] public int UpdatesPerSecond;
namespace Content.Shared.Stacks;
[Prototype("stack")]
-public sealed class StackPrototype : IPrototype
+public sealed partial class StackPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.StatusEffect
{
[Prototype("statusEffect")]
- public sealed class StatusEffectPrototype : IPrototype
+ public sealed partial class StatusEffectPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
/// gets saved in TagComponent.
/// </summary>
[Prototype("Tag")]
- public sealed class TagPrototype : IPrototype
+ public sealed partial class TagPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.Tools
{
[Prototype("tool")]
- public sealed class ToolQualityPrototype : IPrototype
+ public sealed partial class ToolQualityPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
using Content.Shared.Whitelist;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-using static Robust.Shared.Prototypes.EntityPrototype; // don't worry about it
+
+// don't worry about it
namespace Content.Shared.Traits
{
/// Describes a trait.
/// </summary>
[Prototype("trait")]
- public sealed class TraitPrototype : IPrototype
+ public sealed partial class TraitPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.VendingMachines
{
[Serializable, NetSerializable, Prototype("vendingMachineInventory")]
- public sealed class VendingMachineInventoryPrototype : IPrototype
+ public sealed partial class VendingMachineInventoryPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.Weapons.Ranged;
[Prototype("hitscan")]
-public sealed class HitscanPrototype : IPrototype, IShootable
+public sealed partial class HitscanPrototype : IPrototype, IShootable
{
[ViewVariables]
[IdDataField]
namespace Content.Shared.Weather;
[Prototype("weather")]
-public sealed class WeatherPrototype : IPrototype
+public sealed partial class WeatherPrototype : IPrototype
{
[IdDataField] public string ID { get; } = default!;