using Content.Shared; using Content.Shared.Light.Components; using Content.Shared.Light.EntitySystems; using Robust.Shared.Random; namespace Content.Server.Light.EntitySystems; /// public sealed class LightCycleSystem : SharedLightCycleSystem { [Dependency] private readonly IRobustRandom _random = default!; protected override void OnCycleMapInit(Entity ent, ref MapInitEvent args) { base.OnCycleMapInit(ent, ref args); if (ent.Comp.InitialOffset) { SetOffset(ent, _random.Next(ent.Comp.Duration)); } } }