Remove reference to deleted mind (#14101)
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@@ -183,6 +183,9 @@ namespace Content.Server.GameTicking
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? Transform(playerEntity.Value).Coordinates
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? Transform(playerEntity.Value).Coordinates
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: GetObserverSpawnPoint();
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: GetObserverSpawnPoint();
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if (position == default)
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return 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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// 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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// 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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// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
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@@ -107,6 +107,7 @@ public sealed class MindSystem : EntitySystem
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{
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{
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// This should be an error, if it didn't cause tests to start erroring when they delete a player.
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// This should be an error, if it didn't cause tests to start erroring when they delete a player.
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Logger.WarningS("mind", $"Entity \"{ToPrettyString(uid)}\" for {mind.Mind?.CharacterName} was deleted, and no applicable spawn location is available.");
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Logger.WarningS("mind", $"Entity \"{ToPrettyString(uid)}\" for {mind.Mind?.CharacterName} was deleted, and no applicable spawn location is available.");
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mind.Mind?.TransferTo(null);
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return;
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return;
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}
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}
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