Makes humanoid appearance component networked. (#13009)
Fixes https://github.com/space-wizards/space-station-14/issues/12248
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@@ -31,6 +31,7 @@ using Robust.Shared.Random;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Components;
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using Content.Shared.Humanoid;
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namespace Content.Server.Cloning
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{
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@@ -41,7 +42,7 @@ namespace Content.Server.Cloning
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly EuiManager _euiManager = null!;
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[Dependency] private readonly CloningConsoleSystem _cloningConsoleSystem = default!;
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[Dependency] private readonly HumanoidSystem _humanoidSystem = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly ContainerSystem _containerSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly PowerReceiverSystem _powerReceiverSystem = default!;
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@@ -170,7 +171,7 @@ namespace Content.Server.Cloning
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if (mind.UserId == null || !_playerManager.TryGetSessionById(mind.UserId.Value, out var client))
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return false; // If we can't track down the client, we can't offer transfer. That'd be quite bad.
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if (!TryComp<HumanoidComponent>(bodyToClone, out var humanoid))
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if (!TryComp<HumanoidAppearanceComponent>(bodyToClone, out var humanoid))
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return false; // whatever body was to be cloned, was not a humanoid
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if (!_prototype.TryIndex<SpeciesPrototype>(humanoid.Species, out var speciesPrototype))
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