* - tweak: Cult door not bump openable. * - tweak: Better summoning and Narsie * - tweak: Construct update. * - tweak: Eldrich blade fits in suit storage. * - tweak: More spell limit. * - fix: Fix pylon desc. * - tweak: Teleport works on cuffed targets. * - tweak: More popups if target is holy. * - fix: No rune drawing using fingers. * - tweak: Better pylon placement & less pylon healing range. * - tweak: More blood rites charge. * - fix: Fix max spell amount. * - tweak: Less cult door and wall health. * - fix: Constructs are dead IC. * - add: Revive rune now notifies player. * - add: Narsie summon rune eui. * - fix: Fix narsie summon sound not playing for reapers. * - tweak: Whatever. * - add: Conceal presence spell. * - tweak: Tweakz. * - add: Blood spear. * - add: Blood boil barrage. * - tweak: Artificer flies. * - tweak: Blood bolt color tweaks. * - tweak: Runic door is bump openable again. * - fix: Fix concealed door outline. * - add: Update concealable name and desc. * - tweak: Remove the unremoveable. * - tweak: Gift ignore. * - add: Organs regenerate on rejuvenate. * - tweak: Brainless cultist is fine. * - add: Added more fun. * - add: Add rune descriptions. * - fix: Fixes. * - tweak: Blood rites now uses verb. * - tweak: Bring it back.
53 lines
1.2 KiB
C#
53 lines
1.2 KiB
C#
using Content.Server.EUI;
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using Content.Shared.Eui;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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namespace Content.Server.Ghost;
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public sealed class ReturnToBodyEui : BaseEui
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{
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private readonly SharedMindSystem _mindSystem;
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private readonly MindComponent _mind;
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private readonly EntityUid _mindId;
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private readonly EntityUid? _transferTo;
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public ReturnToBodyEui(MindComponent mind, SharedMindSystem mindSystem)
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{
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_mind = mind;
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_mindSystem = mindSystem;
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}
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// WD START
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public ReturnToBodyEui(MindComponent mind, SharedMindSystem mindSystem, EntityUid mindId, EntityUid? transferTo)
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{
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_mind = mind;
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_mindSystem = mindSystem;
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_mindId = mindId;
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_transferTo = transferTo;
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}
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// WD END
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public override void HandleMessage(EuiMessageBase msg)
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{
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base.HandleMessage(msg);
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if (msg is not ReturnToBodyMessage choice ||
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!choice.Accepted)
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{
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Close();
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return;
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}
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if (_transferTo != null) // WD
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_mindSystem.TransferTo(_mindId, _transferTo, mind: _mind);
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_mindSystem.UnVisit(_mind.Session);
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Close();
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}
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}
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