Auto namespace cleanup for Delta/Nyano gamerules
This commit is contained in:
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#nullable enable
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Components;
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using Content.Server.GameTicking.Presets;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking;
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using Robust.Shared.GameObjects;
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using Content.Server.DeltaV.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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using Robust.Shared.Prototypes;
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@ -4,6 +4,7 @@
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* See AGPLv3.txt for details.
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*/
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using Content.Server.DeltaV.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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namespace Content.Server.StationEvents.Components;
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@ -1,13 +1,15 @@
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using System.Linq;
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using Robust.Shared.Random;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.Psionics.Glimmer;
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using Content.Server.StationEvents;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Psionics.Glimmer;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Abilities.Psionics;
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using Content.Shared.NPC.Components;
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using Content.Shared.Psionics.Glimmer;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.DeltaV.StationEvents.Events;
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public sealed class GlimmerMobRule : StationEventSystem<GlimmerMobRuleComponent>
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{
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* See AGPLv3.txt for details.
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*/
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using System.Linq;
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using Content.Server.GameTicking.Components;
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using Content.Server.Station.Components;
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using Content.Server.StationEvents.Components;
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using Content.Server.StationEvents.Events;
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using Content.Shared.CCVar;
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using Content.Shared.Salvage;
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using Robust.Server.GameObjects;
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using Robust.Server.Maps;
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using Robust.Shared.Configuration;
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@ -11,17 +18,8 @@ using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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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.GameTicking;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.StationEvents.Components;
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using Content.Server.Station.Components;
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using Content.Shared.Salvage;
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using Content.Shared.Random.Helpers;
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using System.Linq;
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using Content.Shared.CCVar;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.DeltaV.StationEvents.Events;
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public sealed class PirateRadioSpawnRule : StationEventSystem<PirateRadioSpawnRuleComponent>
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{
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using Content.Server.Abilities.Psionics;
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using Content.Server.Chat.Systems;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Content.Server.Radio.Components;
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using Content.Server.Radio.EntitySystems;
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using Content.Server.StationEvents.Events;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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namespace Content.Server.StationEvents.Components;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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namespace Content.Server.StationEvents.Components;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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namespace Content.Server.StationEvents.Components;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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namespace Content.Server.StationEvents.Components;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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namespace Content.Server.StationEvents.Components;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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using Robust.Shared.Prototypes;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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namespace Content.Server.StationEvents.Components;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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namespace Content.Server.StationEvents.Components;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Content.Server.StationEvents.Events;
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namespace Content.Server.StationEvents.Components;
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using Content.Server.Nyanotrasen.StationEvents.Events;
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using Robust.Shared.Audio;
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using Content.Server.StationEvents.Events;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.Power.Components;
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using Content.Server.Psionics.Glimmer;
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using Content.Server.Station.Systems;
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using Content.Server.StationEvents.Components;
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using Content.Server.Psionics.Glimmer;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.Psionics.Glimmer;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.Nyanotrasen.StationEvents.Events;
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internal sealed class FreeProberRule : StationEventSystem<FreeProberRuleComponent>
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{
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.Psionics.Glimmer;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Psionics.Glimmer;
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namespace Content.Server.StationEvents.Events
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namespace Content.Server.Nyanotrasen.StationEvents.Events
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{
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public sealed class GlimmerEventSystem : StationEventSystem<GlimmerEventComponent>
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{
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using System.Linq;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Psionics;
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using Content.Server.Speech.Components;
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using Content.Server.StationEvents.Components;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Mobs.Systems;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.Nyanotrasen.StationEvents.Events;
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/// <summary>
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/// Glimmer version of the (removed) random sentience event
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using Robust.Shared.Random;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.Psionics.Glimmer;
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using Content.Server.StationEvents.Components;
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using Content.Server.StationEvents.Events;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.Nyanotrasen.StationEvents.Events;
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internal sealed class GlimmerRevenantRule : StationEventSystem<GlimmerRevenantRuleComponent>
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{
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using System.Linq;
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using Robust.Shared.Random;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.NPC.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.Psionics.Glimmer;
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using Content.Server.StationEvents;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Psionics.Glimmer;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Abilities.Psionics;
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using Content.Shared.NPC.Components;
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using Content.Shared.Psionics.Glimmer;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.Nyanotrasen.StationEvents.Events;
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internal sealed class GlimmerWispRule : StationEventSystem<GlimmerWispRuleComponent>
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{
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using Robust.Server.GameObjects;
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using Robust.Shared.Random;
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using Content.Server.Abilities.Psionics;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.Psionics;
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using Content.Server.StationEvents.Components;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Abilities.Psionics;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.Nyanotrasen.StationEvents.Events;
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/// <summary>
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/// Forces a mind swap on all non-insulated potential psionic entities.
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.StationEvents;
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using Content.Server.StationEvents.Components;
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using Content.Server.StationEvents.Events;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.Nyanotrasen.StationEvents.Events;
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public sealed class MidRoundAntagRule : StationEventSystem<MidRoundAntagRuleComponent>
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{
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Construction.EntitySystems;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Psionics.Glimmer;
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using Content.Server.StationEvents.Components;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Abilities.Psionics;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.Damage;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Psionics.Glimmer;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.Nyanotrasen.StationEvents.Events;
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/// <summary>
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/// Fries tinfoil hats and cages
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using Robust.Shared.Random;
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using Content.Server.Abilities.Psionics;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.StationEvents.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.Psionics;
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using Content.Server.StationEvents.Components;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Abilities.Psionics;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Psionics.Glimmer;
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using Content.Shared.Zombies;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.Nyanotrasen.StationEvents.Events;
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internal sealed class NoosphericStormRule : StationEventSystem<NoosphericStormRuleComponent>
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{
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.GameTicking.Components;
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using Content.Server.Popups;
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using Content.Server.Psionics;
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using Content.Server.StationEvents.Components;
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using Content.Server.StationEvents.Events;
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using Content.Server.Stunnable;
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using Content.Shared.Abilities.Psionics;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.StatusEffect;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.Nyanotrasen.StationEvents.Events;
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/// <summary>
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/// Zaps everyone, rolling psionics and disorienting them
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using Robust.Shared.Random;
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using Robust.Shared.Player;
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using Content.Server.GameTicking.Components;
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using Content.Server.Psionics;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Mobs.Components;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Abilities.Psionics;
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using Content.Shared.StatusEffect;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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namespace Content.Server.Nyanotrasen.StationEvents.Events;
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/// <summary>
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/// Mutes everyone for a random amount of time.
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly SharedRoleSystem _roles = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly ActionsSystem _actions = default!; // DeltaV - No psionic zombies
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/// <summary>
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/// Handles an entity turning into a zombie when they die or go into crit
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