Re-organize all projects (#4166)
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using System;
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using Content.Server.Mind.Components;
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using Content.Server.Players;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Server.Ghost.Roles.Components
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{
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/// <summary>
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/// Allows a ghost to take over the Owner entity.
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/// </summary>
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[RegisterComponent, ComponentReference(typeof(GhostRoleComponent))]
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public class GhostTakeoverAvailableComponent : GhostRoleComponent
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{
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public override string Name => "GhostTakeoverAvailable";
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public override bool Take(IPlayerSession session)
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{
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if (Taken)
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return false;
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Taken = true;
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var mind = Owner.EnsureComponent<MindComponent>();
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if (mind.HasMind)
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throw new Exception("MindComponent already has a mind!");
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var sessionMind = session.ContentData()?.Mind;
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DebugTools.AssertNotNull(sessionMind);
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sessionMind!.TransferTo(Owner);
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EntitySystem.Get<GhostRoleSystem>().UnregisterGhostRole(this);
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return true;
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}
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}
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}
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