using Robust.Server.GameStates; using Robust.Shared.GameObjects; using Robust.Shared.IoC; namespace Robust.Server.GameObjects; public sealed class ServerMetaDataSystem : MetaDataSystem { [Dependency] private readonly PVSSystem _pvsSystem = default!; public override void SetVisibilityMask(EntityUid uid, int value, MetaDataComponent? meta = null) { if (!Resolve(uid, ref meta) || meta.VisibilityMask == value) return; base.SetVisibilityMask(uid, value, meta); _pvsSystem.MarkDirty(uid); } }