using Content.Client.Overlays; using Content.Shared._White.DeadWithoutMind; using Content.Shared.Humanoid; using Content.Shared.Mind.Components; using Content.Shared.Mobs.Systems; using Content.Shared.StatusIcon; using Content.Shared.StatusIcon.Components; using Robust.Shared.Prototypes; namespace Content.Client._White.DeadWithoutMind; public sealed class ShowDeadWithoutMindSystem : EquipmentHudSystem { [Dependency] private readonly IPrototypeManager _prototype = default!; [Dependency] private readonly MobStateSystem _mobStateSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnGetStatusIconsEvent); } private void OnGetStatusIconsEvent(Entity entity, ref GetStatusIconsEvent args) { if (!IsActive || args.InContainer) return; if (!TryComp(entity.Owner, out var mindContainer)) return; var dead = _mobStateSystem.IsDead(entity.Owner); if (!dead) return; if (mindContainer.Mind != null) return; if (_prototype.TryIndex(entity.Comp.DeadWithoutMindIcon.Id, out var iconPrototype)) args.StatusIcons.Add(iconPrototype); } }