ninja 2 electric boogaloo (#15534)
Co-authored-by: deltanedas <@deltanedas:kde.org>
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@@ -18,12 +18,12 @@ namespace Content.Server.Mind;
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public sealed class MindSystem : SharedMindSystem
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{
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[Dependency] private readonly ActorSystem _actor = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly SharedGhostSystem _ghosts = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IMapManager _maps = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly IPlayerManager _players = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly SharedGhostSystem _ghosts = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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@@ -277,10 +277,13 @@ public sealed class MindSystem : SharedMindSystem
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}
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}
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/// <summary>
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/// Sets the Mind's UserId, Session, and updates the player's PlayerData. This should have no direct effect on the
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/// entity that any mind is connected to, except as a side effect of the fact that it may change a player's
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/// attached entity. E.g., ghosts get deleted.
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/// </summary>
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public override void SetUserId(EntityUid mindId, NetUserId? userId, MindComponent? mind = null)
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{
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base.SetUserId(mindId, userId, mind);
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if (!Resolve(mindId, ref mind))
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return;
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