serv4 + submodule update (#12740)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -1,43 +1,38 @@
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using System.Linq;
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using Content.Server.Administration.Commands;
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using Content.Server.CharacterAppearance.Components;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Humanoid.Systems;
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using Content.Server.Mind.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.Nuke;
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using Content.Server.Preferences.Managers;
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using Content.Server.RoundEnd;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.MobState;
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using Content.Server.Traitor;
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using Content.Shared.Dataset;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Content.Shared.Nuke;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Server.GameObjects;
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using Robust.Server.Maps;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Content.Server.Traitor;
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using Content.Shared.MobState.Components;
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using System.Data;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Station.Components;
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using Content.Shared.Chat;
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using Content.Shared.Nuke;
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using Robust.Server.GameObjects;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.Traitor.Uplink;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Content.Server.Administration.Commands;
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using Content.Server.Humanoid.Systems;
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using Content.Shared.Preferences;
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using Content.Server.Preferences.Managers;
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namespace Content.Server.GameTicking.Rules;
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@@ -846,7 +841,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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var query = EntityQuery<NukeOperativeComponent, MindComponent>(true);
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foreach (var (_, mindComp) in query)
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{
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if (mindComp.Mind?.TryGetSession(out var session) == true)
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if (mindComp.Mind != null && mindComp.Mind.TryGetSession(out var session) == true)
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_operativePlayers.Add(session);
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}
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