Borgs (#18136)
* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
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@@ -40,12 +40,12 @@ namespace Content.Server.Body.Systems
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private void HandleMind(EntityUid newEntity, EntityUid oldEntity)
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{
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EntityManager.EnsureComponent<MindContainerComponent>(newEntity);
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var oldMind = EntityManager.EnsureComponent<MindContainerComponent>(oldEntity);
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EnsureComp<MindContainerComponent>(newEntity);
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var oldMind = EnsureComp<MindContainerComponent>(oldEntity);
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EnsureComp<GhostOnMoveComponent>(newEntity);
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var ghostOnMove = EnsureComp<GhostOnMoveComponent>(newEntity);
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if (HasComp<BodyComponent>(newEntity))
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Comp<GhostOnMoveComponent>(newEntity).MustBeDead = true;
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ghostOnMove.MustBeDead = true;
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// TODO: This is an awful solution.
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// Our greatest minds still can't figure out how to allow brains/heads to ghost without giving them the
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