using Content.Shared.Actions; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.DeviceNetwork; public abstract class SharedNetworkConfiguratorSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(GetNetworkConfiguratorState); SubscribeLocalEvent(HandleNetworkConfiguratorState); } private void GetNetworkConfiguratorState(EntityUid uid, NetworkConfiguratorComponent comp, ref ComponentGetState args) { args.State = new NetworkConfiguratorComponentState(comp.ActiveDeviceList); } private void HandleNetworkConfiguratorState(EntityUid uid, NetworkConfiguratorComponent comp, ref ComponentHandleState args) { if (args.Current is not NetworkConfiguratorComponentState state) { return; } comp.ActiveDeviceList = state.ActiveDeviceList; } } public sealed class ClearAllOverlaysEvent : InstantActionEvent { }