* Make ActiveNPCComponent shared * Check if entity have ActiveNPC component * Make networked * Fix path * fix
41 lines
1.2 KiB
C#
41 lines
1.2 KiB
C#
using Content.Shared.Mind.Components;
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using Content.Shared.NPC;
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namespace Content.Shared.SSDIndicator;
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/// <summary>
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/// Handle changing player SSD indicator status
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/// </summary>
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public sealed class SSDIndicatorSystem : EntitySystem
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{
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public override void Initialize()
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{
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SubscribeLocalEvent<SSDIndicatorComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<SSDIndicatorComponent, MindAddedMessage>(OnMindAdded);
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SubscribeLocalEvent<SSDIndicatorComponent, MindRemovedMessage>(OnMindRemoved);
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}
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private void OnInit(EntityUid uid, SSDIndicatorComponent component, ComponentInit args)
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{
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if (HasComp<ActiveNPCComponent>(uid))
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return;
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component.IsSSD = !HasComp<MindContainerComponent>(uid);
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}
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private void OnMindAdded(EntityUid uid, SSDIndicatorComponent component, MindAddedMessage args)
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{
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component.IsSSD = false;
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Dirty(uid, component);
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}
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private void OnMindRemoved(EntityUid uid, SSDIndicatorComponent component, MindRemovedMessage args)
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{
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if (HasComp<ActiveNPCComponent>(uid))
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return;
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component.IsSSD = true;
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Dirty(uid, component);
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}
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}
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