use CannyFastMath in various places even where it might not be any different
also update a bunch of packages clean up redundant YamlDotNet references
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@@ -47,7 +47,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(5.0M));
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serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(5.0));
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}
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/// <summary>
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@@ -488,7 +488,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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//Trigger reaction effects
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foreach (var effect in reaction.Effects)
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{
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effect.React(Owner, unitReactions.Decimal());
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effect.React(Owner, unitReactions.Double());
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}
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//Play reaction sound client-side
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@@ -1,6 +1,9 @@
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using System;
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using Content.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.GameObjects;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Server.GameObjects
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{
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@@ -21,6 +21,9 @@ using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timers.Timer;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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@@ -15,6 +15,9 @@ using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Server.GameObjects.Components.Weapon.Melee
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{
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@@ -12,6 +12,9 @@ using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using System;
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using System.Linq;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Server.GameObjects.EntitySystems
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{
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@@ -77,7 +80,7 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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EntityQuery = new TypeEntityQuery(typeof(SolarPanelComponent));
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// Initialize the sun to something random
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TowardsSun = Math.PI * 2 * _robustRandom.NextDouble();
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TowardsSun = Math.TAU * _robustRandom.NextDouble();
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SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
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}
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