Player post-spawn hook and player ghosting controlled by preset (#2734)
* GamePreset: Add a hook to catch all player spawns for modification. Unless someone makes the entire job system unpluggable, this is what you get... * GamePreset: Is now in control of voluntary ghosting * Clean up ghost code to only rely on a player's Mind
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@@ -1,8 +1,10 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameTicking;
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using Content.Server.Mobs;
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using Content.Shared.Roles;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Interfaces.Console;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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@@ -42,6 +44,9 @@ namespace Content.Server.Interfaces.GameTicking
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void ToggleReady(IPlayerSession player, bool ready);
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void ToggleDisallowLateJoin(bool disallowLateJoin);
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/// <summary>proxy to GamePreset (actual handler)</summary>
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bool OnGhostAttempt(Mind mind, bool canReturnGlobal);
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EntityCoordinates GetLateJoinSpawnPoint();
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EntityCoordinates GetJobSpawnPoint(string jobId);
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EntityCoordinates GetObserverSpawnPoint();
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