Replace Houdini's magical piloting locker with buckle (#1336)
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@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.Components.Observer;
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#nullable enable
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Mobs;
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@@ -21,7 +22,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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[RegisterComponent]
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public class MindComponent : Component, IExamine
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{
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private bool _showExamineInfo = false;
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private bool _showExamineInfo;
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/// <inheritdoc />
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public override string Name => "Mind";
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@@ -30,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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/// The mind controlling this mob. Can be null.
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/// </summary>
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[ViewVariables]
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public Mind Mind { get; private set; }
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public Mind? Mind { get; private set; }
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/// <summary>
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/// True if we have a mind, false otherwise.
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@@ -74,7 +75,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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if (HasMind)
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{
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var visiting = Mind.VisitingEntity;
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var visiting = Mind?.VisitingEntity;
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if (visiting != null)
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{
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if (visiting.TryGetComponent(out GhostComponent ghost))
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@@ -82,7 +83,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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ghost.CanReturnToBody = false;
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}
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Mind.TransferTo(visiting);
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Mind!.TransferTo(visiting);
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}
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else
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{
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@@ -98,11 +99,14 @@ namespace Content.Server.GameObjects.Components.Mobs
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}
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var ghost = Owner.EntityManager.SpawnEntity("MobObserver", spawnPosition);
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ghost.Name = Mind.CharacterName;
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var ghostComponent = ghost.GetComponent<GhostComponent>();
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ghostComponent.CanReturnToBody = false;
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Mind.TransferTo(ghost);
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if (Mind != null)
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{
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ghost.Name = Mind.CharacterName;
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Mind.TransferTo(ghost);
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}
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});
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}
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}
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@@ -117,20 +121,24 @@ namespace Content.Server.GameObjects.Components.Mobs
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (!ShowExamineInfo || !inDetailsRange)
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{
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return;
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}
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var dead = false;
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var dead =
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Owner.TryGetComponent<SpeciesComponent>(out var species) &&
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species.CurrentDamageState is DeadState;
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if(Owner.TryGetComponent<SpeciesComponent>(out var species))
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if (species.CurrentDamageState is DeadState)
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dead = true;
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if(!HasMind)
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if (!HasMind)
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{
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message.AddMarkup(!dead
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? $"[color=red]" + Loc.GetString("{0:They} are totally catatonic. The stresses of life in deep-space must have been too much for {0:them}. Any recovery is unlikely.", Owner) + "[/color]"
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: $"[color=purple]" + Loc.GetString("{0:Their} soul has departed.", Owner) + "[/color]");
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else if (Mind.Session == null)
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}
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else if (Mind?.Session == null)
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{
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message.AddMarkup("[color=yellow]" + Loc.GetString("{0:They} have a blank, absent-minded stare and appears completely unresponsive to anything. {0:They} may snap out of it soon.", Owner) + "[/color]");
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}
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}
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}
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}
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