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