Upstream species (#6066)
* Step 1 of porting; grabbed most of the files via patches. * Add species field to the DB * Appearance patches for slimes. * Fix the db test. * Add slime's biocompat. * slimby * Fixes, allow specifying if a species is playable or not. * Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com> * Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com> * Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com> * Address reviews. * Address reviews. * make an if-case. * Fix a goof where species wouldn't get shown in the editor correctly (it'd always default to human) Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
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@@ -19,6 +19,7 @@ using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Species;
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using Content.Shared.Station;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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@@ -33,7 +34,6 @@ namespace Content.Server.GameTicking
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{
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public partial class GameTicker
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{
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private const string PlayerPrototypeName = "MobHuman";
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private const string ObserverPrototypeName = "MobObserver";
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[Dependency] private readonly IdCardSystem _cardSystem = default!;
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@@ -212,7 +212,9 @@ namespace Content.Server.GameTicking
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private EntityUid SpawnPlayerMob(Job job, HumanoidCharacterProfile? profile, StationId station, bool lateJoin = true)
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{
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var coordinates = lateJoin ? GetLateJoinSpawnPoint(station) : GetJobSpawnPoint(job.Prototype.ID, station);
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var entity = EntityManager.SpawnEntity(PlayerPrototypeName, coordinates);
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var entity = EntityManager.SpawnEntity(
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_prototypeManager.Index<SpeciesPrototype>(profile?.Species ?? SpeciesManager.DefaultSpecies).Prototype,
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coordinates);
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if (job.StartingGear != null)
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{
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