43 lines
1.5 KiB
C#
43 lines
1.5 KiB
C#
using Content.Server.Mind.Components;
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using Content.Server.Speech.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Server.Ghost.Roles.Components;
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namespace Content.Server.Chemistry.ReagentEffects;
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public sealed class MakeSentient : ReagentEffect
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{
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public override void Effect(ReagentEffectArgs args)
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{
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var entityManager = args.EntityManager;
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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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if (entityManager.HasComponent<MindComponent>(uid))
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{
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return;
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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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if (entityManager.TryGetComponent(uid, out GhostTakeoverAvailableComponent? takeOver))
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{
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return;
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}
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takeOver = entityManager.AddComponent<GhostTakeoverAvailableComponent>(uid);
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var entityData = entityManager.GetComponent<MetaDataComponent>(uid);
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takeOver.RoleName = entityData.EntityName;
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takeOver.RoleDescription = Loc.GetString("ghost-role-information-cognizine-description");
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}
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}
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// Original code written by areitpog on GitHub in Issue #7666, then I (Interrobang01) copied it and used my nonexistant C# skills to try to make it work again.
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