Remove IMobStateComponent (#5220)
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@@ -4,7 +4,7 @@ using Content.Server.Ghost.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Ghost;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Content.Shared.Preferences;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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@@ -58,7 +58,7 @@ 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 != null && canReturnGlobal && playerEntity.TryGetComponent(out IMobStateComponent? mobState))
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if (playerEntity != null && canReturnGlobal && playerEntity.TryGetComponent(out MobStateComponent? mobState))
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{
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if (mobState.IsCritical())
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{
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@@ -11,25 +11,25 @@ using Content.Server.PDA;
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using Content.Server.Players;
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using Content.Server.Spawners.Components;
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using Content.Server.Traitor;
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using Content.Server.Traitor.Uplink;
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using Content.Server.Traitor.Uplink.Account;
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using Content.Server.Traitor.Uplink.Components;
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using Content.Server.TraitorDeathMatch.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Inventory;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Content.Shared.Traitor.Uplink;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Server.Traitor.Uplink.Components;
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using Content.Shared.Traitor.Uplink;
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using Content.Server.Traitor.Uplink;
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using Content.Shared.Damage.Prototypes;
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using Content.Server.Traitor.Uplink.Account;
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namespace Content.Server.GameTicking.Presets
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{
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@@ -151,7 +151,7 @@ namespace Content.Server.GameTicking.Presets
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var avoidMeEntity = avoidMeMind.OwnedEntity;
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if (avoidMeEntity == null)
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continue;
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if (avoidMeEntity.TryGetComponent(out IMobStateComponent? mobState))
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if (avoidMeEntity.TryGetComponent(out MobStateComponent? mobState))
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{
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// Does have mob state component; if critical or dead, they don't really matter for spawn checks
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if (mobState.IsCritical() || mobState.IsDead())
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@@ -198,7 +198,7 @@ namespace Content.Server.GameTicking.Presets
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public override bool OnGhostAttempt(Mind.Mind mind, bool canReturnGlobal)
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{
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var entity = mind.OwnedEntity;
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if ((entity != null) && (entity.TryGetComponent(out IMobStateComponent? mobState)))
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if ((entity != null) && (entity.TryGetComponent(out MobStateComponent? mobState)))
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{
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if (mobState.IsCritical())
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{
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