using Content.Shared.Flash;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
namespace Content.Client.Flash
{
public sealed class FlashSystem : SharedFlashSystem
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<FlashableComponent, ComponentHandleState>(OnFlashableHandleState);
}
private void OnFlashableHandleState(EntityUid uid, FlashableComponent component, ref ComponentHandleState args)
if (args.Current is not FlashableComponentState state)
return;
// Yes, this code is awful. I'm just porting it to an entity system so don't blame me.
if (_playerManager.LocalEntity != uid)
if (state.Time == default)
// Few things here:
// 1. If a shorter duration flash is applied then don't do anything
// 2. If the client-side time is later than when the flash should've ended don't do anything
var currentTime = _gameTiming.CurTime.TotalSeconds;
var newEndTime = state.Time.TotalSeconds + state.Duration;
var currentEndTime = component.LastFlash.TotalSeconds + component.Duration;
if (currentEndTime > newEndTime)
if (currentTime > newEndTime)
component.LastFlash = state.Time;
component.Duration = state.Duration;
var overlay = _overlayManager.GetOverlay<FlashOverlay>();
overlay.ReceiveFlash(component.Duration);