CatStation/Content.Server/Disposal/Unit/BeingDisposedSystem.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

43 lines
1.3 KiB
C#

using Content.Server.Body.Systems;
using Content.Shared.Atmos;
using Content.Shared.Disposal.Unit;
namespace Content.Server.Disposal.Unit;
/// <inheritdoc/>
public sealed partial class BeingDisposedSystem : SharedBeingDisposedSystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BeingDisposedComponent, InhaleLocationEvent>(OnInhaleLocation);
SubscribeLocalEvent<BeingDisposedComponent, ExhaleLocationEvent>(OnExhaleLocation);
SubscribeLocalEvent<BeingDisposedComponent, AtmosExposedGetAirEvent>(OnGetAir);
}
private void OnGetAir(Entity<BeingDisposedComponent> ent, ref AtmosExposedGetAirEvent args)
{
if (TryComp<DisposalHolderComponent>(ent.Comp.Holder, out var holder))
{
args.Gas = holder.Air;
args.Handled = true;
}
}
private void OnInhaleLocation(Entity<BeingDisposedComponent> ent, ref InhaleLocationEvent args)
{
if (TryComp<DisposalHolderComponent>(ent.Comp.Holder, out var holder))
{
args.Gas = holder.Air;
}
}
private void OnExhaleLocation(Entity<BeingDisposedComponent> ent, ref ExhaleLocationEvent args)
{
if (TryComp<DisposalHolderComponent>(ent.Comp.Holder, out var holder))
{
args.Gas = holder.Air;
}
}
}