Use EntitySystem dependencies in a bunch of systems.
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@@ -39,6 +39,8 @@ namespace Content.Server.Construction
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new();
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@@ -170,7 +172,7 @@ namespace Content.Server.Construction
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if (!materialStep.EntityValid(entity, out var stack))
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continue;
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var splitStack = Get<StackSystem>().Split(entity.Uid, stack, materialStep.Amount, user.ToCoordinates());
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var splitStack = _stackSystem.Split(entity.Uid, stack, materialStep.Amount, user.ToCoordinates());
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if (splitStack == null)
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continue;
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@@ -226,8 +228,6 @@ namespace Content.Server.Construction
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return null;
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}
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var doAfterSystem = Get<DoAfterSystem>();
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var doAfterArgs = new DoAfterEventArgs(user, doAfterTime)
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{
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BreakOnDamage = true,
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@@ -237,7 +237,7 @@ namespace Content.Server.Construction
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NeedHand = false,
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};
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if (await doAfterSystem.WaitDoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
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if (await _doAfterSystem.WaitDoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
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{
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FailCleanup();
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return null;
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