Fix eye rotation on suicide command (#12985)
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@@ -17,8 +17,6 @@ namespace Content.Server.GameTicking
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{
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public const float PresetFailedCooldownIncrease = 30f;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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public GamePresetPrototype? Preset { get; private set; }
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private bool StartPreset(IPlayerSession[] origReadyPlayers, bool force)
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@@ -171,8 +169,7 @@ namespace Content.Server.GameTicking
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return false;
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}
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var entities = IoCManager.Resolve<IEntityManager>();
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if (entities.HasComponent<GhostComponent>(playerEntity))
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if (HasComp<GhostComponent>(playerEntity))
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return false;
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if (mind.VisitingEntity != default)
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@@ -196,7 +193,7 @@ namespace Content.Server.GameTicking
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if (canReturnGlobal && TryComp(playerEntity, out MobStateComponent? mobState))
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{
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if (_mobStateSystem.IsCritical(playerEntity.Value, mobState))
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if (_mobState.IsCritical(playerEntity.Value, mobState))
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{
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canReturn = true;
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@@ -207,7 +204,10 @@ namespace Content.Server.GameTicking
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}
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}
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var ghost = Spawn("MobObserver", position.ToMap(entities));
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var xformQuery = GetEntityQuery<TransformComponent>();
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var coords = _transform.GetMoverCoordinates(position, xformQuery);
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var ghost = Spawn("MobObserver", coords);
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// Try setting the ghost entity name to either the character name or the player name.
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// If all else fails, it'll default to the default entity prototype name, "observer".
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@@ -13,6 +13,7 @@ using Content.Server.Station.Systems;
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using Content.Shared.Chat;
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using Content.Shared.Damage;
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using Content.Shared.GameTicking;
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using Content.Shared.MobState.EntitySystems;
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using Content.Shared.Roles;
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using Robust.Server;
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using Robust.Server.GameObjects;
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@@ -34,6 +35,8 @@ namespace Content.Server.GameTicking
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public sealed partial class GameTicker : SharedGameTicker
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{
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[Dependency] private readonly MapLoaderSystem _map = default!;
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[Dependency] private readonly SharedMobStateSystem _mobState = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[ViewVariables] private bool _initialized;
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[ViewVariables] private bool _postInitialized;
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