using Content.Shared.Movement.Components; using Content.Shared.Movement.EntitySystems; using Content.Shared.Nutrition.Components; using Robust.Shared.GameObjects; namespace Content.Client.Nutrition.Components { [RegisterComponent] public sealed class ThirstComponent : SharedThirstComponent { private ThirstThreshold _currentThirstThreshold; public override ThirstThreshold CurrentThirstThreshold => _currentThirstThreshold; public override void HandleComponentState(ComponentState? curState, ComponentState? nextState) { base.HandleComponentState(curState, nextState); if (curState is not ThirstComponentState thirst) { return; } _currentThirstThreshold = thirst.CurrentThreshold; EntitySystem.Get().RefreshMovementSpeedModifiers(Owner); } } }