using Content.Server.Disposal.Unit.Components; using Robust.Shared.GameObjects; namespace Content.Server.Disposal.Unit.EntitySystems { public sealed class DisposalUnitSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(BodyTypeChanged); } public override void Shutdown() { base.Shutdown(); UnsubscribeLocalEvent(); } private static void BodyTypeChanged( EntityUid uid, DisposalUnitComponent component, PhysicsBodyTypeChangedEvent args) { component.UpdateVisualState(); } } }