using Content.Server.Light.Components; using Content.Server.Power.Components; using Content.Server.Power.EntitySystems; using Robust.Server.GameObjects; namespace Content.Server.Light.EntitySystems { public sealed class LitOnPoweredSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnPowerChanged); SubscribeLocalEvent(OnPowerSupply); } private void OnPowerChanged(EntityUid uid, LitOnPoweredComponent component, PowerChangedEvent args) { if (EntityManager.TryGetComponent(uid, out var light)) { light.Enabled = args.Powered; } } private void OnPowerSupply(EntityUid uid, LitOnPoweredComponent component, PowerNetBatterySupplyEvent args) { if (EntityManager.TryGetComponent(uid, out var light)) { light.Enabled = args.Supply; } } } }