using Content.Shared._NF.Emp.Components; using Robust.Shared.Spawners; using Robust.Shared.Timing; namespace Content.Shared._NF.Emp.Systems; public sealed class EmpBlastSystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnStartup); } private void OnStartup(EntityUid uid, EmpBlastComponent component, ComponentStartup args) { component.StartTime = _timing.RealTime; // try to get despawn time or keep default duration time if (TryComp(uid, out var despawn)) { component.VisualDuration = despawn.Lifetime; } } }