using Content.Client.Tools.Components; using Content.Shared.Tools.Components; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; namespace Content.Client.Tools { public sealed class ToolSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnWelderHandleState); } private void OnWelderHandleState(EntityUid uid, WelderComponent welder, ref ComponentHandleState args) { if (args.Current is not WelderComponentState state) return; welder.FuelCapacity = state.FuelCapacity; welder.Fuel = state.Fuel; welder.Lit = state.Lit; welder.UiUpdateNeeded = true; } } }