Cleanup: Remove redundant prototype name specifications (#35793)

* Remove redundant prototype name specifications

* These can stay
This commit is contained in:
Tayrtahn
2025-03-19 14:30:31 -04:00
committed by GitHub
parent 916661944b
commit 86aa82f2b6
107 changed files with 109 additions and 109 deletions

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@@ -6,7 +6,7 @@ namespace Content.Server.Announcements;
/// <summary>
/// Used for any announcements on the start of a round.
/// </summary>
[Prototype("roundAnnouncement")]
[Prototype]
public sealed partial class RoundAnnouncementPrototype : IPrototype
{
[IdDataField]

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@@ -5,7 +5,7 @@ using Robust.Shared.Prototypes;
namespace Content.Server.Atmos.Reactions
{
[Prototype("gasReaction")]
[Prototype]
public sealed partial class GasReactionPrototype : IPrototype
{
[ViewVariables]

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@@ -11,7 +11,7 @@ using Robust.Shared.Utility;
namespace Content.Server.Botany;
[Prototype("seed")]
[Prototype]
public sealed partial class SeedPrototype : SeedData, IPrototype
{
[IdDataField] public string ID { get; private set; } = default!;

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@@ -17,7 +17,7 @@ namespace Content.Server.Connection.Whitelist;
/// Next means the next condition in the list is checked.
/// If the condition doesn't match, the next condition is checked.
/// </summary>
[Prototype("playerConnectionWhitelist")]
[Prototype]
public sealed partial class PlayerConnectionWhitelistPrototype : IPrototype
{
[IdDataField]

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@@ -9,7 +9,7 @@ namespace Content.Server.GameTicking.Presets
/// <summary>
/// A round-start setup preset, such as which antagonists to spawn.
/// </summary>
[Prototype("gamePreset")]
[Prototype]
public sealed partial class GamePresetPrototype : IPrototype
{
[IdDataField]

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@@ -6,7 +6,7 @@ namespace Content.Server.GameTicking.Prototypes;
/// <summary>
/// Prototype for a lobby background the game can choose.
/// </summary>
[Prototype("lobbyBackground")]
[Prototype]
public sealed partial class LobbyBackgroundPrototype : IPrototype
{
/// <inheritdoc/>

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@@ -5,7 +5,7 @@ namespace Content.Server.Ghost.Roles.Raffles;
/// <summary>
/// Allows getting a <see cref="IGhostRoleRaffleDecider"/> as prototype.
/// </summary>
[Prototype("ghostRoleRaffleDecider")]
[Prototype]
public sealed partial class GhostRoleRaffleDeciderPrototype : IPrototype
{
/// <inheritdoc />

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@@ -5,7 +5,7 @@ using Robust.Shared.Prototypes;
namespace Content.Server.Holiday
{
[Prototype("holiday")]
[Prototype]
public sealed partial class HolidayPrototype : IPrototype
{
[DataField("name")] public string Name { get; private set; } = string.Empty;

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@@ -7,7 +7,7 @@ namespace Content.Server.Maps;
/// <summary>
/// Prototype that holds a pool of maps that can be indexed based on the map pool CCVar.
/// </summary>
[Prototype("gameMapPool"), PublicAPI]
[Prototype, PublicAPI]
public sealed partial class GameMapPoolPrototype : IPrototype
{
/// <inheritdoc/>

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@@ -14,7 +14,7 @@ namespace Content.Server.Maps;
/// Forks should not directly edit existing parts of this class.
/// Make a new partial for your fancy new feature, it'll save you time later.
/// </remarks>
[Prototype("gameMap"), PublicAPI]
[Prototype, PublicAPI]
[DebuggerDisplay("GameMapPrototype [{ID} - {MapName}]")]
public sealed partial class GameMapPrototype : IPrototype
{

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@@ -2,7 +2,7 @@ using Robust.Shared.Prototypes;
namespace Content.Server.NPC.Queries.Curves;
[Prototype("utilityCurvePreset")]
[Prototype]
public sealed partial class UtilityCurvePresetPrototype : IPrototype
{
[IdDataField] public string ID { get; private set; } = string.Empty;

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@@ -9,7 +9,7 @@ namespace Content.Server.NPC.Queries;
/// Each query is run in turn to get the final available results.
/// These results are then run through the considerations.
/// </summary>
[Prototype("utilityQuery")]
[Prototype]
public sealed partial class UtilityQueryPrototype : IPrototype
{
[IdDataField]

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@@ -10,7 +10,7 @@ namespace Content.Server.Wires;
/// wires. Once one of these is initialized, it should be stored in the
/// WiresSystem as a functional wire set.
/// </summary>
[Prototype("wireLayout")]
[Prototype]
public sealed partial class WireLayoutPrototype : IPrototype, IInheritingPrototype
{
[IdDataField]

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@@ -79,7 +79,7 @@ public class NoiseChannelConfig
public float Minimum { get; private set; }
}
[Prototype("noiseChannel")]
[Prototype]
public sealed partial class NoiseChannelPrototype : NoiseChannelConfig, IPrototype, IInheritingPrototype
{
/// <inheritdoc />

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@@ -7,7 +7,7 @@ namespace Content.Server.Worldgen.Prototypes;
/// This is a prototype for controlling overall world generation.
/// The components included are applied to the map that world generation is configured on.
/// </summary>
[Prototype("worldgenConfig")]
[Prototype]
public sealed partial class WorldgenConfigPrototype : IPrototype
{
/// <inheritdoc />