Add UsedImplicitly to visualizers and entity systems (#2592)
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@@ -26,12 +26,6 @@ namespace Content.Server.GameObjects.Components.Stack
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{
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private bool _throwIndividually = false;
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public override int Count
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{
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get => base.Count;
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set => base.Count = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ThrowIndividually
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{
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@@ -26,11 +26,6 @@ namespace Content.Server.GameObjects.Components.Trigger.TimerTrigger
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serializer.DataField(ref _delay, "delay", 0f);
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}
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public override void Initialize()
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{
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base.Initialize();
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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var triggerSystem = _entitySystemManager.GetEntitySystem<TriggerSystem>();
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@@ -9,11 +9,6 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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private float _accumulatedFrameTime;
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public override void Initialize()
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{
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base.Initialize();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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@@ -1,5 +1,6 @@
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.GameObjects.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -9,6 +10,7 @@ using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.EntitySystems.Click
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{
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[UsedImplicitly]
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public class ExamineSystem : ExamineSystemShared
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{
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private static readonly FormattedMessage _entityNotFoundMessage;
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@@ -1,9 +1,11 @@
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using Content.Server.Interfaces;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems.DeviceNetwork
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class DeviceNetworkSystem : EntitySystem
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{
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[Dependency] private readonly IDeviceNetwork _network = default!;
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@@ -1,9 +1,10 @@
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Interactable;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class ExpendableLightSystem : EntitySystem
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{
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public override void Update(float frameTime)
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@@ -1,8 +1,10 @@
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using Content.Server.GameObjects.Components.Atmos;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class GasAnalyzerSystem : EntitySystem
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{
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public override void Update(float frameTime)
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@@ -1,9 +1,11 @@
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class NodeGroupSystem : EntitySystem
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{
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[Dependency] private readonly INodeGroupManager _groupManager = default!;
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@@ -1,9 +1,11 @@
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using Content.Server.GameObjects.Components.Power.PowerNetComponents;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class PowerNetSystem : EntitySystem
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{
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[Dependency] private readonly IPowerNetManager _powerNetManager = default!;
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@@ -1,12 +1,15 @@
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using Content.Server.GameObjects.Components.Singularity;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class SingularitySystem : EntitySystem
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{
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private float curTimeSingulo;
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private float curTimePull;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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@@ -1,11 +1,12 @@
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using Content.Server.GameObjects.Components.Chemistry;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class VaporSystem : EntitySystem
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{
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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foreach (var vaporComp in ComponentManager.EntityQuery<VaporComponent>())
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