Use EntitySystem dependencies in a bunch of systems.
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@@ -16,6 +16,8 @@ namespace Content.Server.Engineering.EntitySystems
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public class SpawnAfterInteractSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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public override void Initialize()
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{
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@@ -41,7 +43,7 @@ namespace Content.Server.Engineering.EntitySystems
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if (!IsTileClear())
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return;
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if (component.DoAfterTime > 0 && TryGet<DoAfterSystem>(out var doAfterSystem))
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if (component.DoAfterTime > 0)
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{
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var doAfterArgs = new DoAfterEventArgs(args.User, component.DoAfterTime)
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{
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@@ -49,7 +51,7 @@ namespace Content.Server.Engineering.EntitySystems
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BreakOnStun = true,
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PostCheck = IsTileClear,
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};
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var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
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var result = await _doAfterSystem.WaitDoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished)
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return;
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@@ -59,7 +61,7 @@ namespace Content.Server.Engineering.EntitySystems
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return;
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if (component.Owner.TryGetComponent<SharedStackComponent>(out var stackComp)
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&& component.RemoveOnInteract && !Get<StackSystem>().Use(uid, stackComp, 1))
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&& component.RemoveOnInteract && !_stackSystem.Use(uid, stackComp, 1))
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{
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return;
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}
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