Re-organize all projects (#4166)
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49
Content.Server/Ghost/GhostSystem.cs
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49
Content.Server/Ghost/GhostSystem.cs
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using Content.Server.Ghost.Components;
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using Content.Server.Mind.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Ghost
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{
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[UsedImplicitly]
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public class GhostSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GhostComponent, MindRemovedMessage>(OnMindRemovedMessage);
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SubscribeLocalEvent<GhostComponent, MindUnvisitedMessage>(OnMindUnvisitedMessage);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<GhostComponent, MindRemovedMessage>(OnMindRemovedMessage);
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UnsubscribeLocalEvent<GhostComponent, MindUnvisitedMessage>(OnMindUnvisitedMessage);
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}
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private void OnMindRemovedMessage(EntityUid uid, GhostComponent component, MindRemovedMessage args)
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{
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DeleteEntity(uid);
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}
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private void OnMindUnvisitedMessage(EntityUid uid, GhostComponent component, MindUnvisitedMessage args)
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{
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DeleteEntity(uid);
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}
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private void DeleteEntity(EntityUid uid)
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{
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if (!EntityManager.TryGetEntity(uid, out var entity)
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|| entity.Deleted == true
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|| entity.LifeStage == EntityLifeStage.Terminating)
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return;
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if (entity.TryGetComponent<MindComponent>(out var mind))
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mind.GhostOnShutdown = false;
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entity.Delete();
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}
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}
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}
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