using Robust.Shared.GameObjects; namespace Content.Shared.Speech { public class SpeechSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnSpeakAttempt); } private void OnSpeakAttempt(EntityUid uid, SharedSpeechComponent component, SpeakAttemptEvent args) { if (!component.Enabled) args.Cancel(); } } }