Forbid string literals for SharedToolSystem methods (#38250)
* Forbid string literals for ToolSystem methods * Cleanup violations * Sort usings
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@@ -5,29 +5,31 @@ using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Tools;
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using Content.Shared.UserInterface;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Database;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Fax;
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using Content.Shared.Fax.Systems;
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using Content.Shared.Fax.Components;
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using Content.Shared.Fax.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Labels.Components;
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using Content.Shared.Labels.EntitySystems;
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using Content.Shared.Mobs.Components;
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using Content.Shared.NameModifier.Components;
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using Content.Shared.Paper;
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using Content.Shared.Power;
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using Content.Shared.Tools;
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using Content.Shared.UserInterface;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Player;
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using Content.Shared.NameModifier.Components;
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using Content.Shared.Power;
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using Content.Shared.DeviceNetwork.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Fax;
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@@ -50,6 +52,8 @@ public sealed class FaxSystem : EntitySystem
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[Dependency] private readonly FaxecuteSystem _faxecute = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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private static readonly ProtoId<ToolQualityPrototype> ScrewingQuality = "Screwing";
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private const string PaperSlotId = "Paper";
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public override void Initialize()
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@@ -209,7 +213,7 @@ public sealed class FaxSystem : EntitySystem
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{
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if (args.Handled ||
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!TryComp<ActorComponent>(args.User, out var actor) ||
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!_toolSystem.HasQuality(args.Used, "Screwing")) // Screwing because Pulsing already used by device linking
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!_toolSystem.HasQuality(args.Used, ScrewingQuality)) // Screwing because Pulsing already used by device linking
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return;
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_quickDialog.OpenDialog(actor.PlayerSession,
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