using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Ninja.Systems;
-using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
-using Robust.Shared.Utility;
namespace Content.Shared.Ninja.Components;
using Content.Shared.Actions;
-using Content.Shared.Charges.Components;
using Content.Shared.Charges.Systems;
-using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Movement.Pulling.Components;
-using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Ninja.Components;
using Content.Shared.Popups;
using Content.Shared.Examine;
-using Robust.Shared.Audio.Systems;
-using Robust.Shared.Timing;
namespace Content.Shared.Ninja.Systems;
public sealed class DashAbilitySystem : EntitySystem
{
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedChargesSystem _sharedCharges = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
using Content.Shared.Clothing.Components;
using Content.Shared.CombatMode;
using Content.Shared.Examine;
-using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
-using Content.Shared.Inventory.Events;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Ninja.Components;
/// </summary>
public abstract class SharedNinjaGlovesSystem : EntitySystem
{
- [Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
-using Content.Shared.Clothing.Components;
using Content.Shared.Ninja.Components;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Events;