using Content.Shared._Lavaland.Weapons; using Robust.Client.GameObjects; namespace Content.Client._Lavaland.Weapons; public sealed class WeaponAttachmentSystem : SharedWeaponAttachmentSystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnAfterAutoHandleStateEvent); } protected override void AddSharp(EntityUid uid) { } protected override void RemSharp(EntityUid uid) { } private void OnAfterAutoHandleStateEvent(EntityUid uid, WeaponAttachmentComponent component, ref AfterAutoHandleStateEvent args) { if (!TryComp(uid, out var sprite)) return; sprite.LayerSetVisible(WeaponVisualLayers.Bayonet, component.BayonetAttached); sprite.LayerSetVisible(WeaponVisualLayers.FlightOff, component.LightAttached && !component.LightOn); sprite.LayerSetVisible(WeaponVisualLayers.FlightOn, component.LightAttached && component.LightOn); } }