using Robust.Shared.Input.Binding; namespace Robust.Shared.GameObjects { public abstract class SharedInputSystem : EntitySystem { private CommandBindRegistry _bindRegistry = default!; protected override void PostInject() { base.PostInject(); _bindRegistry = new CommandBindRegistry(Log); } /// /// Holds the keyFunction -> handler bindings for the simulation. /// public ICommandBindRegistry BindRegistry => _bindRegistry; } }