using Content.Shared.GameObjects.Components.Singularity; using Robust.Shared.GameObjects; namespace Content.Client.GameObjects.Components.Singularity { [RegisterComponent] [ComponentReference(typeof(IClientSingularityInstance))] class ClientSingularityComponent : SharedSingularityComponent, IClientSingularityInstance { public int Level { get { return _level; } set { _level = value; } } private int _level; public override void HandleComponentState(ComponentState? curState, ComponentState? nextState) { if (curState is not SingularityComponentState state) { return; } _level = state.Level; } } }