using Content.Shared.Hands; using Robust.Shared.GameObjects; namespace Content.Server.Weapon.Ranged { public sealed class RangedWeaponSysten : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnHandSelected); } private void OnHandSelected(EntityUid uid, ServerRangedWeaponComponent component, HandSelectedEvent args) { // Instead of dirtying on hand-select this component should probably by dirtied whenever it needs to be. // I take no responsibility for this code. It was like this when I got here. Dirty(component); } } }