CatStation/Content.Client/Administration/Systems/HeadstandSystem.cs
DrSmugleaf 65f5f67cd5
Make every EntitySystem partial (#45220)
* Make every EntitySystem partial

* Oobs thats for a diff PR

* Also oops on that one

* Test systems

* git are we fr

* Update file templates

* cleanup empty classes while we are here

* forgor

---------

Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
2026-08-14 18:24:47 +00:00

35 lines
1 KiB
C#

using Content.Shared.Administration.Components;
using Robust.Client.GameObjects;
namespace Content.Client.Administration.Systems;
public sealed partial class HeadstandSystem : EntitySystem
{
public override void Initialize()
{
SubscribeLocalEvent<HeadstandComponent, ComponentStartup>(OnHeadstandAdded);
SubscribeLocalEvent<HeadstandComponent, ComponentShutdown>(OnHeadstandRemoved);
}
private void OnHeadstandAdded(EntityUid uid, HeadstandComponent component, ComponentStartup args)
{
if (!TryComp<SpriteComponent>(uid, out var sprite))
return;
foreach (var layer in sprite.AllLayers)
{
layer.Rotation += Angle.FromDegrees(180.0f);
}
}
private void OnHeadstandRemoved(EntityUid uid, HeadstandComponent component, ComponentShutdown args)
{
if (!TryComp<SpriteComponent>(uid, out var sprite))
return;
foreach (var layer in sprite.AllLayers)
{
layer.Rotation -= Angle.FromDegrees(180.0f);
}
}
}