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using Content.Client.Atmos.Components;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Robust.Shared.GameStates;
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namespace Content.Client.Atmos.EntitySystems;
public sealed class AtmosphereSystem : SharedAtmosphereSystem
{
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public override void Initialize()
{
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base.Initialize();
SubscribeLocalEvent<MapAtmosphereComponent, ComponentHandleState>(OnMapHandleState);
}
private void OnMapHandleState(EntityUid uid, MapAtmosphereComponent component, ref ComponentHandleState args)
{
if (args.Current is not MapAtmosphereComponentState state)
return;
// Struct so should just copy by value.
component.OverlayData = state.Overlay;
}
}