Refactor minds to be entities with components, make roles components (#19591)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -11,7 +11,6 @@ using Content.Server.Ghost.Roles;
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using Content.Server.Mind;
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using Content.Server.Mind.Commands;
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using Content.Server.Mind.Components;
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using Content.Server.Players;
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using Content.Server.Prayer;
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using Content.Server.Xenoarchaeology.XenoArtifacts;
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using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
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@@ -262,11 +261,10 @@ namespace Content.Server.Administration.Systems
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{
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MakeSentientCommand.MakeSentient(args.Target, EntityManager);
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var mind = player.ContentData()?.Mind;
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if (mind == null)
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if (!_minds.TryGetMind(player, out var mindId, out var mind))
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return;
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_mindSystem.TransferTo(mind, args.Target, ghostCheckOverride: true);
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_mindSystem.TransferTo(mindId, args.Target, ghostCheckOverride: true, mind: mind);
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},
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Impact = LogImpact.High,
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ConfirmationPopup = true
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