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- using Content.Client.Beam.Components;
- using Content.Shared.Beam;
- using Content.Shared.Beam.Components;
- using Robust.Client.GameObjects;
- namespace Content.Client.Beam;
- public sealed class BeamSystem : SharedBeamSystem
- {
- public override void Initialize()
- {
- base.Initialize();
- SubscribeNetworkEvent<BeamVisualizerEvent>(BeamVisualizerMessage);
- }
- //TODO: Sometime in the future this needs to be replaced with tiled sprites
- private void BeamVisualizerMessage(BeamVisualizerEvent args)
- {
- var beam = GetEntity(args.Beam);
- if (TryComp<SpriteComponent>(beam, out var sprites))
- {
- sprites.Rotation = args.UserAngle;
- if (args.BodyState != null)
- {
- sprites.LayerSetState(0, args.BodyState);
- sprites.LayerSetShader(0, args.Shader);
- }
- }
- }
- }
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