28 lines
1001 B
C#
28 lines
1001 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Flash
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{
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public abstract class SharedFlashSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedFlashableComponent, ComponentGetState>(OnFlashableGetState);
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SubscribeLocalEvent<SharedFlashableComponent, ComponentGetStateAttemptEvent>(OnGetStateAttempt);
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}
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private static void OnGetStateAttempt(EntityUid uid, SharedFlashableComponent component, ref ComponentGetStateAttemptEvent args)
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{
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// Only send state to the player attached to the entity.
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if (args.Player.AttachedEntity != uid)
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args.Cancelled = true;
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}
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private static void OnFlashableGetState(EntityUid uid, SharedFlashableComponent component, ref ComponentGetState args)
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{
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args.State = new FlashableComponentState(component.Duration, component.LastFlash);
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}
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}
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}
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