You can now return to a brain. Also, clean up terrible console misuse. (#4092)
* You can now return to a brain. Also, clean up terrible console misuse. * Get rid of Obsolete attribute on Ghost.Execute
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@@ -48,15 +48,19 @@ namespace Content.Server.GameTicking
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}
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var position = playerEntity?.Transform.Coordinates ?? IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
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var canReturn = false;
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// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
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// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
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// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
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// Note that we could theoretically be ICly dead and still physically alive and vice versa.
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// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
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// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
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/// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
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// (If the mob survives, that's a bug. Ghosting is kept regardless.)
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var canReturn = canReturnGlobal && mind.CharacterDeadPhysically;
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if (playerEntity != null && canReturnGlobal && playerEntity.TryGetComponent(out IMobStateComponent? mobState))
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{
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if (mobState.IsDead())
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{
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canReturn = true;
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}
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else if (mobState.IsCritical())
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if (mobState.IsCritical())
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{
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canReturn = true;
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@@ -66,10 +70,6 @@ namespace Content.Server.GameTicking
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damageable.SetDamage(DamageType.Asphyxiation, 200, playerEntity);
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}
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}
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else
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{
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canReturn = false;
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}
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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