using Content.Client.Light.Components; using Content.Shared.Light.Component; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; namespace Content.Client.Light; public sealed class HandheldLightSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnHandleState); } private void OnHandleState(EntityUid uid, HandheldLightComponent component, ref ComponentHandleState args) { if (args.Current is not SharedHandheldLightComponent.HandheldLightComponentState state) return; component.Level = state.Charge; } }