Fix interaction test mind fuckery (#15726)
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@@ -5,6 +5,7 @@ using Content.Client.Construction;
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using Content.Client.Examine;
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using Content.Client.Examine;
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using Content.Server.Body.Systems;
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using Content.Server.Body.Systems;
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using Content.Server.Mind.Components;
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using Content.Server.Mind.Components;
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using Content.Server.Players;
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using Content.Server.Stack;
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using Content.Server.Stack;
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using Content.Server.Tools;
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using Content.Server.Tools;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Part;
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@@ -107,7 +108,6 @@ public abstract partial class InteractionTest
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protected ConstructionSystem CConSys = default!;
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protected ConstructionSystem CConSys = default!;
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protected ExamineSystem ExamineSys = default!;
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protected ExamineSystem ExamineSys = default!;
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protected InteractionTestSystem CTestSystem = default!;
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protected InteractionTestSystem CTestSystem = default!;
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protected UserInterfaceSystem CUISystem = default!;
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// player components
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// player components
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protected HandsComponent Hands = default!;
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protected HandsComponent Hands = default!;
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@@ -164,6 +164,10 @@ public abstract partial class InteractionTest
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EntityUid? old = default;
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EntityUid? old = default;
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await Server.WaitPost(() =>
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await Server.WaitPost(() =>
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{
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{
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// Fuck you mind system I want an hour of my life back
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// Mind system is a time vampire
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ServerSession.ContentData()?.WipeMind();
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old = cPlayerMan.LocalPlayer.ControlledEntity;
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old = cPlayerMan.LocalPlayer.ControlledEntity;
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Player = SEntMan.SpawnEntity(PlayerPrototype, PlayerCoords);
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Player = SEntMan.SpawnEntity(PlayerPrototype, PlayerCoords);
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ServerSession.AttachToEntity(Player);
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ServerSession.AttachToEntity(Player);
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@@ -178,17 +182,11 @@ public abstract partial class InteractionTest
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// Delete old player entity.
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// Delete old player entity.
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await Server.WaitPost(() =>
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await Server.WaitPost(() =>
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{
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{
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if (old == null)
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if (old != null)
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return;
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// Fuck you mind system I want an hour of my life back
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if (SEntMan.TryGetComponent(old, out MindComponent? mind))
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mind.GhostOnShutdown = false;
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SEntMan.DeleteEntity(old.Value);
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SEntMan.DeleteEntity(old.Value);
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});
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});
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// Ensure that the player only has one hand, so that they do not accidentally pick up deconstruction protucts
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// Ensure that the player only has one hand, so that they do not accidentally pick up deconstruction products
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await Server.WaitPost(() =>
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await Server.WaitPost(() =>
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{
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{
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var bodySystem = SEntMan.System<BodySystem>();
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var bodySystem = SEntMan.System<BodySystem>();
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