using Content.Client.Items; using Content.Client.Tools.Components; using Content.Client.Tools.UI; using Content.Shared.Tools.Components; using Robust.Client.GameObjects; using SharedToolSystem = Content.Shared.Tools.Systems.SharedToolSystem; namespace Content.Client.Tools { public sealed class ToolSystem : SharedToolSystem { public override void Initialize() { base.Initialize(); Subs.ItemStatus(ent => new WelderStatusControl(ent, EntityManager, this)); Subs.ItemStatus(ent => new MultipleToolStatusControl(ent)); } public override void SetMultipleTool(EntityUid uid, MultipleToolComponent? multiple = null, ToolComponent? tool = null, bool playSound = false, EntityUid? user = null) { if (!Resolve(uid, ref multiple)) return; base.SetMultipleTool(uid, multiple, tool, playSound, user); multiple.UiUpdateNeeded = true; // TODO replace this with appearance + visualizer // in order to convert this to a specifier, the manner in which the sprite is specified in yaml needs to be updated. if (multiple.Entries.Length > multiple.CurrentEntry && TryComp(uid, out SpriteComponent? sprite)) { var current = multiple.Entries[multiple.CurrentEntry]; if (current.Sprite != null) sprite.LayerSetSprite(0, current.Sprite); } } } }