Allow mind system to spawn ghosts during the post-round phase. (#19091)
This commit is contained in:
@@ -143,7 +143,7 @@ public sealed class MindSystem : EntitySystem
|
|||||||
private void OnMindContainerTerminating(EntityUid uid, MindContainerComponent component, ref EntityTerminatingEvent args)
|
private void OnMindContainerTerminating(EntityUid uid, MindContainerComponent component, ref EntityTerminatingEvent args)
|
||||||
{
|
{
|
||||||
// Let's not create ghosts if not in the middle of the round.
|
// Let's not create ghosts if not in the middle of the round.
|
||||||
if (_gameTicker.RunLevel != GameRunLevel.InRound)
|
if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (component.Mind is not { } mind)
|
if (component.Mind is not { } mind)
|
||||||
@@ -173,7 +173,7 @@ public sealed class MindSystem : EntitySystem
|
|||||||
Timer.Spawn(0, () =>
|
Timer.Spawn(0, () =>
|
||||||
{
|
{
|
||||||
// Make extra sure the round didn't end between spawning the timer and it being executed.
|
// Make extra sure the round didn't end between spawning the timer and it being executed.
|
||||||
if (_gameTicker.RunLevel != GameRunLevel.InRound)
|
if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Async this so that we don't throw if the grid we're on is being deleted.
|
// Async this so that we don't throw if the grid we're on is being deleted.
|
||||||
|
|||||||
Reference in New Issue
Block a user