Cleanup: Remove redundant prototype name specifications (#35793)
* Remove redundant prototype name specifications * These can stay
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@@ -6,7 +6,7 @@ namespace Content.Server.Announcements;
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/// <summary>
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/// Used for any announcements on the start of a round.
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/// </summary>
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[Prototype("roundAnnouncement")]
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[Prototype]
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public sealed partial class RoundAnnouncementPrototype : IPrototype
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{
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[IdDataField]
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@@ -5,7 +5,7 @@ using Robust.Shared.Prototypes;
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namespace Content.Server.Atmos.Reactions
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{
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[Prototype("gasReaction")]
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[Prototype]
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public sealed partial class GasReactionPrototype : IPrototype
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{
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[ViewVariables]
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@@ -11,7 +11,7 @@ using Robust.Shared.Utility;
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namespace Content.Server.Botany;
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[Prototype("seed")]
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[Prototype]
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public sealed partial class SeedPrototype : SeedData, IPrototype
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{
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[IdDataField] public string ID { get; private set; } = default!;
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@@ -17,7 +17,7 @@ namespace Content.Server.Connection.Whitelist;
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/// Next means the next condition in the list is checked.
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/// If the condition doesn't match, the next condition is checked.
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/// </summary>
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[Prototype("playerConnectionWhitelist")]
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[Prototype]
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public sealed partial class PlayerConnectionWhitelistPrototype : IPrototype
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{
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[IdDataField]
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@@ -9,7 +9,7 @@ namespace Content.Server.GameTicking.Presets
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/// <summary>
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/// A round-start setup preset, such as which antagonists to spawn.
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/// </summary>
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[Prototype("gamePreset")]
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[Prototype]
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public sealed partial class GamePresetPrototype : IPrototype
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{
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[IdDataField]
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@@ -6,7 +6,7 @@ namespace Content.Server.GameTicking.Prototypes;
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/// <summary>
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/// Prototype for a lobby background the game can choose.
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/// </summary>
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[Prototype("lobbyBackground")]
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[Prototype]
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public sealed partial class LobbyBackgroundPrototype : IPrototype
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{
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/// <inheritdoc/>
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@@ -5,7 +5,7 @@ namespace Content.Server.Ghost.Roles.Raffles;
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/// <summary>
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/// Allows getting a <see cref="IGhostRoleRaffleDecider"/> as prototype.
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/// </summary>
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[Prototype("ghostRoleRaffleDecider")]
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[Prototype]
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public sealed partial class GhostRoleRaffleDeciderPrototype : IPrototype
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{
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/// <inheritdoc />
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@@ -5,7 +5,7 @@ using Robust.Shared.Prototypes;
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namespace Content.Server.Holiday
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{
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[Prototype("holiday")]
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[Prototype]
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public sealed partial class HolidayPrototype : IPrototype
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{
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[DataField("name")] public string Name { get; private set; } = string.Empty;
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@@ -7,7 +7,7 @@ namespace Content.Server.Maps;
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/// <summary>
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/// Prototype that holds a pool of maps that can be indexed based on the map pool CCVar.
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/// </summary>
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[Prototype("gameMapPool"), PublicAPI]
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[Prototype, PublicAPI]
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public sealed partial class GameMapPoolPrototype : IPrototype
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{
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/// <inheritdoc/>
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@@ -14,7 +14,7 @@ namespace Content.Server.Maps;
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/// Forks should not directly edit existing parts of this class.
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/// Make a new partial for your fancy new feature, it'll save you time later.
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/// </remarks>
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[Prototype("gameMap"), PublicAPI]
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[Prototype, PublicAPI]
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[DebuggerDisplay("GameMapPrototype [{ID} - {MapName}]")]
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public sealed partial class GameMapPrototype : IPrototype
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{
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@@ -2,7 +2,7 @@ using Robust.Shared.Prototypes;
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namespace Content.Server.NPC.Queries.Curves;
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[Prototype("utilityCurvePreset")]
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[Prototype]
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public sealed partial class UtilityCurvePresetPrototype : IPrototype
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{
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[IdDataField] public string ID { get; private set; } = string.Empty;
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@@ -9,7 +9,7 @@ namespace Content.Server.NPC.Queries;
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/// Each query is run in turn to get the final available results.
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/// These results are then run through the considerations.
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/// </summary>
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[Prototype("utilityQuery")]
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[Prototype]
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public sealed partial class UtilityQueryPrototype : IPrototype
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{
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[IdDataField]
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@@ -10,7 +10,7 @@ namespace Content.Server.Wires;
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/// wires. Once one of these is initialized, it should be stored in the
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/// WiresSystem as a functional wire set.
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/// </summary>
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[Prototype("wireLayout")]
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[Prototype]
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public sealed partial class WireLayoutPrototype : IPrototype, IInheritingPrototype
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{
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[IdDataField]
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@@ -79,7 +79,7 @@ public class NoiseChannelConfig
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public float Minimum { get; private set; }
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}
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[Prototype("noiseChannel")]
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[Prototype]
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public sealed partial class NoiseChannelPrototype : NoiseChannelConfig, IPrototype, IInheritingPrototype
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{
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/// <inheritdoc />
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@@ -7,7 +7,7 @@ namespace Content.Server.Worldgen.Prototypes;
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/// This is a prototype for controlling overall world generation.
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/// The components included are applied to the map that world generation is configured on.
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/// </summary>
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[Prototype("worldgenConfig")]
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[Prototype]
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public sealed partial class WorldgenConfigPrototype : IPrototype
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{
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/// <inheritdoc />
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