// most things that use wires are powered by *something*, so // // this isn't required by any wire system methods though, so whatever inherits it here // can use it /// <summary> /// Utility function to check if this given entity is powered. /// </summary> /// <returns>true if powered, false otherwise</returns> protected bool IsPowered(EntityUid uid) { return(WiresSystem.IsPowered(uid, EntityManager)); }