using Content.Shared.Movement.Components; using Content.Shared.Movement.EntitySystems; using Content.Shared.Nutrition.Components; using Robust.Shared.GameObjects; namespace Content.Client.Nutrition.Components { [RegisterComponent] public sealed class HungerComponent : SharedHungerComponent { private HungerThreshold _currentHungerThreshold; public override HungerThreshold CurrentHungerThreshold => _currentHungerThreshold; public override void HandleComponentState(ComponentState? curState, ComponentState? nextState) { base.HandleComponentState(curState, nextState); if (curState is not HungerComponentState hunger) { return; } _currentHungerThreshold = hunger.CurrentThreshold; EntitySystem.Get().RefreshMovementSpeedModifiers(Owner); } } }