using Content.Server.EUI; using Content.Shared.Cloning; using Content.Shared.Eui; using Robust.Shared.GameObjects; namespace Content.Server.Cloning { public class AcceptCloningEui : BaseEui { private readonly Mind.Mind _mind; public AcceptCloningEui(Mind.Mind mind) { _mind = mind; } public override void HandleMessage(EuiMessageBase msg) { base.HandleMessage(msg); if (msg is not AcceptCloningChoiceMessage choice || choice.Button == AcceptCloningUiButton.Deny || !EntitySystem.TryGet(out var cloningSystem)) { Close(); return; } cloningSystem.TransferMindToClone(_mind); Close(); } } }