Cloning rework (#3808)
* Fix cloning * Fix cloning after clone dies and remove unneeded code * Fix ignored Co-authored-by: Silver <silvertorch5@gmail.com>
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@@ -1,6 +1,6 @@
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#nullable enable
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using Content.Server.Eui;
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using Content.Server.Players;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Mobs;
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using Content.Shared.Eui;
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using Content.Shared.GameObjects.Components.Observer;
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using Robust.Shared.GameObjects;
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@@ -9,28 +9,26 @@ namespace Content.Server.GameObjects.Components.Observer
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{
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public class AcceptCloningEui : BaseEui
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{
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private readonly IEntity _newMob;
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private readonly Mind _mind;
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public AcceptCloningEui(IEntity newMob)
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public AcceptCloningEui(Mind mind)
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{
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_newMob = newMob;
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_mind = mind;
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}
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public override void HandleMessage(EuiMessageBase msg)
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{
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base.HandleMessage(msg);
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if (msg is not AcceptCloningChoiceMessage choice
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|| choice.Button == AcceptCloningUiButton.Deny
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|| _newMob.Deleted)
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if (msg is not AcceptCloningChoiceMessage choice ||
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choice.Button == AcceptCloningUiButton.Deny ||
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!EntitySystem.TryGet<CloningSystem>(out var cloningSystem))
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{
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Close();
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return;
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}
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var mind = Player.ContentData()?.Mind;
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mind?.TransferTo(_newMob);
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mind?.UnVisit();
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cloningSystem.TransferMindToClone(_mind);
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Close();
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}
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}
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