using Content.Shared.Chemistry.Components; using Robust.Client.GameObjects; namespace Content.Client.Chemistry.EntitySystems; public sealed class PillSystem : EntitySystem { [Dependency] private readonly SpriteSystem _sprite = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnHandleState); } private void OnHandleState(EntityUid uid, PillComponent component, ref AfterAutoHandleStateEvent args) { if (!TryComp(uid, out SpriteComponent? sprite)) return; if (!_sprite.TryGetLayer((uid, sprite), 0, out var layer, false)) return; _sprite.LayerSetRsiState(layer, $"pill{component.PillType + 1}"); } }