using Content.Server.Administration.Logs; using Content.Server.Body.Systems; using Content.Server.Interaction; using Content.Server.Popups; using Content.Shared.CombatMode; using Content.Shared.Chemistry; using Content.Shared.DoAfter; using Content.Shared.Mobs.Systems; namespace Content.Server.Chemistry.EntitySystems; public sealed partial class ChemistrySystem : EntitySystem { [Dependency] private readonly IAdminLogManager _adminLogger = default!; [Dependency] private readonly IEntityManager _entMan = default!; [Dependency] private readonly InteractionSystem _interaction = default!; [Dependency] private readonly BloodstreamSystem _blood = default!; [Dependency] private readonly SharedDoAfterSystem _doAfter = default!; [Dependency] private readonly PopupSystem _popup = default!; [Dependency] private readonly ReactiveSystem _reactiveSystem = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly MobStateSystem _mobState = default!; [Dependency] private readonly SharedCombatModeSystem _combat = default!; [Dependency] private readonly SolutionContainerSystem _solutions = default!; public override void Initialize() { // Why ChemMaster duplicates reagentdispenser nobody knows. InitializeHypospray(); InitializeInjector(); InitializeMixing(); } }