}
// Uhh yeah don't delete mobs or whatever
- var mobQuery = AllEntityQuery<HumanoidAppearanceComponent, MobStateComponent, TransformComponent>();
+ var mobQuery = AllEntityQuery<MobStateComponent, TransformComponent>();
_detachEnts.Clear();
- while (mobQuery.MoveNext(out var mobUid, out _, out _, out var xform))
+ while (mobQuery.MoveNext(out var mobUid, out _, out var xform))
{
if (xform.GridUid == null || !data.Comp.ActiveEntities.Contains(xform.GridUid.Value) || xform.MapUid == null)
continue;
+ if (_salvMobQuery.HasComp(mobUid))
+ continue;
+
// Can't parent directly to map as it runs grid traversal.
_detachEnts.Add(((mobUid, xform), xform.MapUid.Value, _transform.GetWorldPosition(xform)));
- _transform.DetachParentToNull(mobUid, xform);
+ _transform.DetachEntity(mobUid, xform);
}
// Go and cleanup the active ents.