Audio System Rejig (#9635)
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@@ -1,5 +1,5 @@
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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namespace Content.Server.Weapon.Melee.Components;
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@@ -1,5 +1,5 @@
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using Content.Shared.Damage;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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namespace Content.Server.Weapon.Melee.Components
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{
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@@ -1,5 +1,5 @@
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using Content.Shared.Damage;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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namespace Content.Server.Weapon.Melee.EnergySword
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{
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@@ -1,3 +1,6 @@
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using Content.Server.CombatMode.Disarm;
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using Content.Server.Kitchen.Components;
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using Content.Server.Weapon.Melee.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item;
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@@ -5,10 +8,6 @@ using Content.Shared.Light;
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using Content.Shared.Light.Component;
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using Content.Shared.Toggleable;
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using Content.Shared.Tools.Components;
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using Content.Server.CombatMode.Disarm;
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using Content.Server.Kitchen.Components;
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using Content.Server.Weapon.Melee.Components;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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@@ -7,7 +7,6 @@ using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Cooldown;
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using Content.Server.Weapon.Melee.Components;
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using Content.Shared.Damage;
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using Content.Shared.Sound;
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using Content.Shared.Audio;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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@@ -1,5 +1,5 @@
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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namespace Content.Server.Weapon.Ranged.Components;
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@@ -1,4 +1,3 @@
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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namespace Content.Server.Weapon.Ranged.Components;
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@@ -6,7 +6,6 @@ using Content.Server.Weapon.Ranged.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Sound;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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