restructure cognizine effect so creatures that have minds can talk (#14695)
Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
@@ -13,18 +13,18 @@ public sealed class MakeSentient : ReagentEffect
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var entityManager = args.EntityManager;
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var entityManager = args.EntityManager;
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var uid = args.SolutionEntity;
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var uid = args.SolutionEntity;
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// This makes it so it doesn't affect things that are already sentient
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// This piece of code makes things able to speak "normally". One thing of note is that monkeys have a unique accent and won't be affected by this.
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entityManager.RemoveComponent<ReplacementAccentComponent>(uid);
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// Monke talk. This makes cognizine a cure to AMIV's long term damage funnily enough, do with this information what you will.
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entityManager.RemoveComponent<MonkeyAccentComponent>(uid);
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// This makes it so it doesn't add a ghost role to things that are already sentient
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if (entityManager.HasComponent<MindComponent>(uid))
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if (entityManager.HasComponent<MindComponent>(uid))
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{
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{
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return;
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return;
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}
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}
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// This piece of code makes things able to speak "normally". One thing of note is that monkeys have a unique accent and won't be affected by this.
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entityManager.RemoveComponent<ReplacementAccentComponent>(uid);
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// Monke talk
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entityManager.RemoveComponent<MonkeyAccentComponent>(uid);
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// No idea what anything past this point does
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// No idea what anything past this point does
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if (entityManager.TryGetComponent(uid, out GhostTakeoverAvailableComponent? takeOver))
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if (entityManager.TryGetComponent(uid, out GhostTakeoverAvailableComponent? takeOver))
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{
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{
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