Fix more errors, client and server now build
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@@ -41,7 +41,8 @@ namespace Content.Server.GameTicking.Presets
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{
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var playerEntity = mind.OwnedEntity;
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if (playerEntity != default && IoCManager.Resolve<IEntityManager>().HasComponent<GhostComponent>(playerEntity.Value))
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var entities = IoCManager.Resolve<IEntityManager>();
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if (entities.HasComponent<GhostComponent>(playerEntity))
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return false;
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if (mind.VisitingEntity != default)
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@@ -62,7 +63,7 @@ namespace Content.Server.GameTicking.Presets
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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 != default && canReturnGlobal && IoCManager.Resolve<IEntityManager>().TryGetComponent(playerEntity.Value, out MobStateComponent? mobState))
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if (canReturnGlobal && entities.TryGetComponent(playerEntity, out MobStateComponent? mobState))
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{
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if (mobState.IsCritical())
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{
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@@ -71,7 +72,7 @@ namespace Content.Server.GameTicking.Presets
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//todo: what if they dont breathe lol
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//cry deeply
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DamageSpecifier damage = new(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Asphyxiation"), 200);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(playerEntity.Value, damage, true);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(playerEntity, damage, true);
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}
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}
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@@ -82,9 +83,9 @@ namespace Content.Server.GameTicking.Presets
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// If all else fails, it'll default to the default entity prototype name, "observer".
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// However, that should rarely happen.
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if(!string.IsNullOrWhiteSpace(mind.CharacterName))
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IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(ghost).EntityName = mind.CharacterName;
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entities.GetComponent<MetaDataComponent>(ghost).EntityName = mind.CharacterName;
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else if (!string.IsNullOrWhiteSpace(mind.Session?.Name))
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IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(ghost).EntityName = mind.Session.Name;
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entities.GetComponent<MetaDataComponent>(ghost).EntityName = mind.Session.Name;
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var ghostComponent = IoCManager.Resolve<IEntityManager>().GetComponent<GhostComponent>(ghost);
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@@ -121,7 +121,7 @@ namespace Content.Server.GameTicking.Presets
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}
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// Finally, it would be preferrable if they spawned as far away from other players as reasonably possible.
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if (mind.OwnedEntity != default && FindAnyIsolatedSpawnLocation(mind, out var bestTarget))
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if (mind.OwnedEntity != null && FindAnyIsolatedSpawnLocation(mind, out var bestTarget))
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{
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_entityManager.GetComponent<TransformComponent>(mind.OwnedEntity.Value).Coordinates = bestTarget;
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}
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