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Sync majority of new gizmos added in 1.5/Anomaly (#438)
None of the psychic ritual gizmos were synced yet. Some of those sync lambda methods/delegates likely could have been synced through a different, non-lambda method. As I was going through the list of gizmos in the game I didn't really consider it for some of them at the time. For obvious reasons, the Anomaly exclusive gizmos could not be tested until the DLC releases. All non-dev mode non-Anomaly gizmos were tested. A big portion of dev mode gizmos was tested as well. Additional info: - The 3 new sync workers are needed for some of the dev mode gizmos - `TradeRequestComp` sync worker is not needed, as it's a subtype of `WorldObjectComp` and we have an implicit sync worker for it - A dev mode gizmo for `CompToxifier` needed to be synced as it would cause infinite loop otherwise (it would keep syncing commands infinitely) - `Hediff_DeathRefusal` transforms a field of type `Command_ActionWithLimitedUseCount`. - It calls a method that requires one of its delegates to not be null/return a value - I believe there is no point to sync the delegate itself, as it likely wouldn't have any effect - `Building_BlastingCharge:Command_Detonate` syncing was removed, and instead synced through `CompExplosive.StartWick` - It should be more compatible with mods, and won't make any difference besides that - `Blueprint_Build.ChangeStyleOfAllSelected` won't be synced if nothing is selected, just as a precaution - Added a method to register a local func sync method - Sync delegates already had a method for that, and it was now needed by sync methods
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