Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports * Cleanup fixes * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes
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@@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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@@ -1,9 +1,7 @@
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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@@ -1,9 +1,10 @@
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using Content.Server.GameObjects.Components.Interactable;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using System.Collections.Generic;
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using Content.Shared.Interfaces.GameObjects.Components;
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namespace Content.Server.GameObjects.Components.Damage
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{
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@@ -56,9 +57,9 @@ namespace Content.Server.GameObjects.Components.Damage
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{
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if (eventArgs.Target.TryGetComponent<DamageableComponent>(out var damageable))
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{
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if(tool.HasQuality(ToolQuality.Welding)) damageable.TakeDamage(Shared.GameObjects.DamageType.Heat, Damage, eventArgs.Using, eventArgs.User);
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if(tool.HasQuality(ToolQuality.Welding)) damageable.TakeDamage(DamageType.Heat, Damage, eventArgs.Using, eventArgs.User);
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else
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damageable.TakeDamage(Shared.GameObjects.DamageType.Brute, Damage, eventArgs.Using, eventArgs.User);
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damageable.TakeDamage(DamageType.Brute, Damage, eventArgs.Using, eventArgs.User);
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return true;
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}
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return false;
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@@ -1,9 +1,8 @@
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using System;
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using Content.Shared.GameObjects;
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using JetBrains.Annotations;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects
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namespace Content.Server.GameObjects.Components.Damage
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{
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/// <summary>
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/// Triggers an event when values rise above or drop below this threshold
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@@ -1,15 +1,15 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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using Content.Server.Interfaces.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects
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namespace Content.Server.GameObjects.Components.Damage
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{
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//TODO: add support for component add/remove
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@@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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@@ -12,7 +12,7 @@ using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Destructible
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namespace Content.Server.GameObjects.Components.Damage
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{
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/// <summary>
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/// Deletes the entity once a certain damage threshold has been reached.
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@@ -1,11 +1,11 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects
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namespace Content.Server.GameObjects.Components.Damage
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{
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/// <summary>
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/// Resistance set used by damageable objects.
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@@ -35,7 +35,7 @@ namespace Content.Server.GameObjects
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{
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_resistances[damageType] = resistanceSetting;
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});
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}
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}
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}
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/// <summary>
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