using Content.Shared._White.Supermatter.Components; using Content.Shared._White.Supermatter.Systems; using Robust.Shared.GameStates; namespace Content.Client._White.Supermatter.Systems; public sealed class SupermatterSystem : SharedSupermatterSystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(HandleSupermatterState); } private void HandleSupermatterState(EntityUid uid, SupermatterComponent comp, ref ComponentHandleState args) { if (args.Current is not SupermatterComponentState state) return; } }