using Content.Client.Administration.Components; using Robust.Client.GameObjects; namespace Content.Client.Administration.Systems; public sealed class HeadstandSystem : EntitySystem { public override void Initialize() { SubscribeLocalEvent(OnHeadstandAdded); SubscribeLocalEvent(OnHeadstandRemoved); } private void OnHeadstandAdded(EntityUid uid, HeadstandComponent component, ComponentStartup args) { if (!TryComp(uid, out var sprite)) return; foreach (var layer in sprite.AllLayers) { layer.Rotation += Angle.FromDegrees(180.0f); } } private void OnHeadstandRemoved(EntityUid uid, HeadstandComponent component, ComponentShutdown args) { if (!TryComp(uid, out var sprite)) return; foreach (var layer in sprite.AllLayers) { layer.Rotation -= Angle.FromDegrees(180.0f); } } }