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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@@ -1,10 +1,12 @@
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using System;
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using System.Linq;
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using System.Threading;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.GameObjects.Components.Damage;
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using Content.Server.GameObjects.Components.GUI;
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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.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Interfaces.GameObjects.Components;
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@@ -17,11 +19,10 @@ using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.ViewVariables;
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using CancellationTokenSource = System.Threading.CancellationTokenSource;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameObjects
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namespace Content.Server.GameObjects.Components.Doors
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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@@ -237,7 +238,7 @@ namespace Content.Server.GameObjects
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if (percentage < 0.1f)
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continue;
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damage.TakeDamage(Shared.GameObjects.DamageType.Brute, DoorCrushDamage);
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damage.TakeDamage(DamageType.Brute, DoorCrushDamage);
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stun.Paralyze(DoorStunTime);
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hitSomeone = true;
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}
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