? Transform(playerEntity.Value).Coordinates
: GetObserverSpawnPoint();
+ if (position == default)
+ return false;
+
// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
{
// This should be an error, if it didn't cause tests to start erroring when they delete a player.
Logger.WarningS("mind", $"Entity \"{ToPrettyString(uid)}\" for {mind.Mind?.CharacterName} was deleted, and no applicable spawn location is available.");
+ mind.Mind?.TransferTo(null);
return;
}