Fix salvage sites ejecting borg brains when they despawn (#35855)
* Fix salvage sites ejecting borg brains when they despawn * Extra check in while loop * Move mobStateQuery to InitializeMagnet
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@@ -19,12 +19,14 @@ public sealed partial class SalvageSystem
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private const string MagnetChannel = "Supply";
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private EntityQuery<SalvageMobRestrictionsComponent> _salvMobQuery;
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private EntityQuery<MobStateComponent> _mobStateQuery;
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private List<(Entity<TransformComponent> Entity, EntityUid MapUid, Vector2 LocalPosition)> _detachEnts = new();
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private void InitializeMagnet()
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{
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_salvMobQuery = GetEntityQuery<SalvageMobRestrictionsComponent>();
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_mobStateQuery = GetEntityQuery<MobStateComponent>();
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SubscribeLocalEvent<SalvageMagnetDataComponent, MapInitEvent>(OnMagnetDataMapInit);
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@@ -155,6 +157,21 @@ public sealed partial class SalvageSystem
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if (_salvMobQuery.HasComp(mobUid))
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continue;
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bool CheckParents(EntityUid uid)
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{
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do
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{
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uid = _transform.GetParentUid(uid);
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if (_mobStateQuery.HasComp(uid))
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return true;
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}
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while (uid != xform.GridUid && uid != EntityUid.Invalid);
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return false;
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}
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if (CheckParents(mobUid))
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continue;
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// Can't parent directly to map as it runs grid traversal.
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_detachEnts.Add(((mobUid, xform), xform.MapUid.Value, _transform.GetWorldPosition(xform)));
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_transform.DetachEntity(mobUid, xform);
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