Fix for death timer resetting after returning to body. (#5174)

This commit is contained in:
Matt
2021-11-11 11:17:23 -04:00
committed by GitHub
parent 1b01247c5f
commit 81dc92ce9b
3 changed files with 20 additions and 0 deletions

View File

@@ -4,12 +4,14 @@ using Content.Shared.MobState.Components;
using Content.Shared.Movement.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Server.Body
{
public sealed class BodySystem : EntitySystem
{
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
@@ -24,6 +26,11 @@ namespace Content.Server.Body
EntityManager.TryGetComponent<MindComponent>(uid, out var mind) &&
mind.HasMind)
{
if (!mind.Mind!.TimeOfDeath.HasValue)
{
mind.Mind.TimeOfDeath = _gameTiming.RealTime;
}
_ticker.OnGhostAttempt(mind.Mind!, true);
}
}