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