// Convenience usings so patch files stay readable. // Mirrors the set Aquafir's ACE.BaseMod template ships with, trimmed to what // resolves against stock ACE (no ACE.Shared dependency). global using ACE.Common; global using ACE.Database; global using ACE.Database.Models.Shard; global using ACE.Database.Models.World; global using ACE.Entity; global using ACE.Entity.Enum; global using ACE.Entity.Enum.Properties; global using ACE.Server.Command; global using ACE.Server.Command.Handlers; global using ACE.Server.Entity; global using ACE.Server.Entity.Actions; global using ACE.Server.Factories; global using ACE.Server.Managers; global using ACE.Server.Mods; global using ACE.Server.Network; global using ACE.Server.Network.GameEvent.Events; global using ACE.Server.Network.GameMessages.Messages; global using ACE.Server.WorldObjects; global using HarmonyLib; global using System.Reflection; global using System.Text; global using System.Text.Json; global using System.Text.Json.Serialization; // ACE.Entity.Position vs ACE.Server.Entity types, and the two Biota/Weenie/Spell // pairs, collide constantly. Pin the ones you almost always want. global using Biota = ACE.Entity.Models.Biota; global using Weenie = ACE.Entity.Models.Weenie; global using Spell = ACE.Server.Entity.Spell; global using System.Threading.Tasks; global using System.Linq; global using System.IO; global using System.Collections.Generic;