using Content.Server.Power.EntitySystems; using Content.Server.Singularity.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.Singularity.EntitySystems { [UsedImplicitly] public class EmitterSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(ReceivedChanged); } private static void ReceivedChanged( EntityUid uid, EmitterComponent component, PowerConsumerReceivedChanged args) { if (!component.IsOn) { return; } if (args.ReceivedPower < args.DrawRate) { component.PowerOff(); } else { component.PowerOn(); } } } }