using Content.Client.Atmos.Components; using Content.Shared.Atmos.Components; using Content.Shared.Atmos.EntitySystems; using Robust.Shared.GameStates; namespace Content.Client.Atmos.EntitySystems; public sealed class AtmosphereSystem : SharedAtmosphereSystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnMapHandleState); } private void OnMapHandleState(EntityUid uid, MapAtmosphereComponent component, ref ComponentHandleState args) { if (args.Current is not MapAtmosphereComponentState state) return; // Struct so should just copy by value. component.OverlayData = state.Overlay; } }