using Content.Shared.Audio; using Content.Shared.GameObjects.Components.Rotation; using Content.Shared.GameObjects.EntitySystems; using Robust.Client.GameObjects; using Robust.Client.GameObjects.EntitySystems; using Robust.Shared.Interfaces.GameObjects; namespace Content.Client.GameObjects.EntitySystems { public class StandingStateSystem : SharedStandingStateSystem { protected override bool OnDown(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false) { if (!entity.TryGetComponent(out AppearanceComponent appearance)) { return false; } var newState = RotationState.Horizontal; appearance.TryGetData(RotationVisuals.RotationState, out var oldState); if (newState != oldState) { appearance.SetData(RotationVisuals.RotationState, newState); } return true; } protected override bool OnStand(IEntity entity) { if (!entity.TryGetComponent(out AppearanceComponent appearance)) return false; appearance.TryGetData(RotationVisuals.RotationState, out var oldState); var newState = RotationState.Vertical; if (newState == oldState) return false; appearance.SetData(RotationVisuals.RotationState, newState); return true; } } }