+using System.Globalization;
using Content.Server.Chat.Managers;
using Content.Server.Chat.Systems;
-using Content.Server.GameTicking;
using Content.Server.Ghost;
using Content.Server.Hands.Systems;
using Content.Server.Inventory;
using Content.Shared.Chat;
using Content.Shared.Climbing.Systems;
using Content.Shared.Database;
+using Content.Shared.GameTicking;
using Content.Shared.Hands.Components;
using Content.Shared.Mind.Components;
using Content.Shared.StationRecords;
using Robust.Shared.Enums;
using Robust.Shared.Network;
using Robust.Shared.Player;
-using System.Globalization;
namespace Content.Server.Bed.Cryostorage;
using Content.Server.Points;
using Content.Server.RoundEnd;
using Content.Server.Station.Systems;
+using Content.Shared.GameTicking;
using Content.Shared.GameTicking.Components;
using Content.Shared.Points;
using Content.Shared.Storage;
using Content.Server.DeviceNetwork.Components;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Emp;
-using Content.Server.GameTicking;
using Content.Server.Medical.CrewMonitoring;
using Content.Server.Popups;
using Content.Server.Station.Systems;
using Content.Shared.DeviceNetwork;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
+using Content.Shared.GameTicking;
using Content.Shared.Interaction;
using Content.Shared.Medical.SuitSensor;
+using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Verbs;
// Get mob total damage crit threshold
int? totalDamageThreshold = null;
- if (_mobThresholdSystem.TryGetThresholdForState(sensor.User.Value, Shared.Mobs.MobState.Critical, out var critThreshold))
+ if (_mobThresholdSystem.TryGetThresholdForState(sensor.User.Value, MobState.Critical, out var critThreshold))
totalDamageThreshold = critThreshold.Value.Int();
// finally, form suit sensor status
using Content.Shared.CCVar;
using Content.Shared.Damage.Components;
using Content.Shared.DeviceNetwork;
+using Content.Shared.GameTicking;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Parallax.Biomes;
-using Content.Shared.Preferences;
using Content.Shared.Salvage;
using Content.Shared.Shuttles.Components;
using Content.Shared.Tiles;
using System.Linq;
using Content.Server.Administration;
using Content.Server.Chat.Managers;
-using Content.Server.GameTicking;
using Content.Server.Radio.Components;
using Content.Server.Roles;
using Content.Server.Station.Systems;
using Content.Shared.Chat;
using Content.Shared.Emag.Components;
using Content.Shared.Emag.Systems;
+using Content.Shared.GameTicking;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Roles;
using Content.Shared.Stunnable;
using Content.Shared.Wires;
using Robust.Server.GameObjects;
+using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Toolshed;
-using Robust.Shared.Audio;
-using Robust.Shared.GameObjects;
namespace Content.Server.Silicons.Laws;
using System.Diagnostics.CodeAnalysis;
-using System.IO;
using Content.Server.Access.Systems;
using Content.Server.Forensics;
-using Content.Server.GameTicking;
using Content.Shared.Access.Components;
+using Content.Shared.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.PDA;
using Content.Shared.Preferences;
-using Content.Server.GameTicking;
+using Content.Shared.GameTicking;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Roles;
using Content.Shared.Traits;
using Content.Shared.Whitelist;
using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.Manager;
namespace Content.Server.Traits;