Move minds, roles, jobs and objectives to shared (#19679)
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@@ -4,7 +4,6 @@ using Content.Server.DoAfter;
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using Content.Server.Electrocution;
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using Content.Server.EUI;
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using Content.Server.Ghost;
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using Content.Server.Mind;
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using Content.Server.Popups;
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using Content.Server.PowerCell;
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using Content.Shared.Damage;
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@@ -13,12 +12,13 @@ using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Medical;
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using Content.Shared.Mind;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Timing;
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using Content.Shared.Toggleable;
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using Robust.Server.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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namespace Content.Server.Medical;
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@@ -42,7 +42,7 @@ public sealed class DefibrillatorSystem : EntitySystem
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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/// <inheritdoc/>
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public override void Initialize()
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@@ -208,7 +208,7 @@ public sealed class DefibrillatorSystem : EntitySystem
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component.NextZapTime = _timing.CurTime + component.ZapDelay;
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_appearance.SetData(uid, DefibrillatorVisuals.Ready, false);
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IPlayerSession? session = null;
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ICommonSession? session = null;
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if (_rotting.IsRotten(target))
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{
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