Use automatic component registration.
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@@ -1,6 +1,13 @@
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using Content.Shared.GameObjects;
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using System;
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using Content.Server.GameObjects.Components.Power;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects;
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using Content.Shared.Interfaces;
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using Content.Shared.Physics;
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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.EntitySystemMessages;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Physics;
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@@ -10,16 +17,10 @@ using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using System;
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using Content.Server.GameObjects.Components.Sound;
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using Robust.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.Components.Power;
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using Content.Shared.Interfaces;
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using Content.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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[RegisterComponent]
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public class HitscanWeaponComponent : Component, IAttackBy
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{
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private const float MaxLength = 20;
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