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OldThink/Content.Server/Revenant/EntitySystems/CorporealSystem.cs

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using Content.Server.GameTicking;
using Content.Server.Visible;
using Content.Shared.Revenant.Components;
using Content.Shared.Revenant.EntitySystems;
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using Robust.Server.GameObjects;
namespace Content.Server.Revenant.EntitySystems;
public sealed class CorporealSystem : SharedCorporealSystem
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{
[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
[Dependency] private readonly GameTicker _ticker = default!;
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public override void OnStartup(EntityUid uid, CorporealComponent component, ComponentStartup args)
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{
base.OnStartup(uid, component, args);
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if (TryComp<VisibilityComponent>(uid, out var visibility))
{
_visibilitySystem.RemoveLayer(visibility, (int) VisibilityFlags.Ghost, false);
_visibilitySystem.AddLayer(visibility, (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(visibility);
}
}
public override void OnShutdown(EntityUid uid, CorporealComponent component, ComponentShutdown args)
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{
base.OnShutdown(uid, component, args);
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if (TryComp<VisibilityComponent>(uid, out var visibility) && _ticker.RunLevel != GameRunLevel.PostRound)
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{
_visibilitySystem.AddLayer(visibility, (int) VisibilityFlags.Ghost, false);
_visibilitySystem.RemoveLayer(visibility, (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(visibility);
}
}
}