using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Emoting { public sealed class EmoteSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnEmoteAttempt); SubscribeLocalEvent(OnEmotingGetState); SubscribeLocalEvent(OnEmotingHandleState); } public void SetEmoting(EntityUid uid, bool value, EmotingComponent? component = null) { if (value && !Resolve(uid, ref component)) return; component = EnsureComp(uid); if (component.Enabled == value) return; Dirty(component); } private void OnEmotingHandleState(EntityUid uid, EmotingComponent component, ref ComponentHandleState args) { if (args.Current is not EmotingComponentState state) return; component.Enabled = state.Enabled; } private void OnEmotingGetState(EntityUid uid, EmotingComponent component, ref ComponentGetState args) { args.State = new EmotingComponentState(component.Enabled); } private void OnEmoteAttempt(EmoteAttemptEvent args) { if (!TryComp(args.Uid, out EmotingComponent? emote) || !emote.Enabled) args.Cancel(); } [Serializable, NetSerializable] private sealed class EmotingComponentState : ComponentState { public bool Enabled { get; } public EmotingComponentState(bool enabled) { Enabled = enabled; } } } }