Hide deadchat bubbles if the player's mob doesn't have a GhostComponent
Fixes #2964
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@@ -1,11 +1,13 @@
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using System.Collections.Generic;
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using Content.Client.Administration;
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using Content.Client.GameObjects.Components.Observer;
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using Content.Client.Interfaces.Chat;
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using Content.Shared.Administration;
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using Content.Shared.Chat;
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using Robust.Client.Console;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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@@ -25,6 +27,8 @@ namespace Content.Client.Chat
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{
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internal sealed class ChatManager : IChatManager, IPostInjectInit
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{
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[Dependency] private IPlayerManager _playerManager = default!;
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private struct SpeechBubbleData
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{
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public string Message;
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@@ -387,7 +391,13 @@ namespace Content.Client.Chat
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switch (msg.Channel)
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{
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case ChatChannel.Local:
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AddSpeechBubble(msg, SpeechBubble.SpeechType.Say);
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break;
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case ChatChannel.Dead:
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if (!_playerManager.LocalPlayer?.ControlledEntity?.HasComponent<GhostComponent>() ?? true)
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break;
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AddSpeechBubble(msg, SpeechBubble.SpeechType.Say);
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break;
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