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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@@ -1,6 +1,6 @@
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Players;
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using Content.Server.Mind;
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using Content.Server.Pointing.Components;
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using Content.Server.Visible;
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using Content.Shared.Bed.Sleep;
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@@ -38,6 +38,7 @@ namespace Content.Server.Pointing.EntitySystems
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
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[Dependency] private readonly MindSystem _minds = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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private static readonly TimeSpan PointDelay = TimeSpan.FromSeconds(0.5f);
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@@ -169,7 +170,8 @@ namespace Content.Server.Pointing.EntitySystems
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// Get players that are in range and whose visibility layer matches the arrow's.
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bool ViewerPredicate(IPlayerSession playerSession)
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{
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if (playerSession.ContentData()?.Mind?.CurrentEntity is not {Valid: true} ent ||
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if (!_minds.TryGetMind(playerSession, out _, out var mind) ||
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mind.CurrentEntity is not { Valid: true } ent ||
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!TryComp(ent, out EyeComponent? eyeComp) ||
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(eyeComp.VisibilityMask & layer) == 0)
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return false;
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