using Content.Shared.GameObjects.Components.Mobs; using Robust.Shared.GameObjects; namespace Content.Client.GameObjects.Components.Mobs { [RegisterComponent] public class BuckleComponent : SharedBuckleComponent { private bool _buckled; public override void HandleComponentState(ComponentState curState, ComponentState nextState) { if (!(curState is BuckleComponentState buckle)) { return; } _buckled = buckle.Buckled; } protected override bool Buckled => _buckled; } }