using Content.Client.Examine;
using Content.Server.Body.Systems;
using Content.Server.Mind.Components;
+using Content.Server.Players;
using Content.Server.Stack;
using Content.Server.Tools;
using Content.Shared.Body.Part;
protected ConstructionSystem CConSys = default!;
protected ExamineSystem ExamineSys = default!;
protected InteractionTestSystem CTestSystem = default!;
- protected UserInterfaceSystem CUISystem = default!;
// player components
protected HandsComponent Hands = default!;
EntityUid? old = default;
await Server.WaitPost(() =>
{
+ // Fuck you mind system I want an hour of my life back
+ // Mind system is a time vampire
+ ServerSession.ContentData()?.WipeMind();
+
old = cPlayerMan.LocalPlayer.ControlledEntity;
Player = SEntMan.SpawnEntity(PlayerPrototype, PlayerCoords);
ServerSession.AttachToEntity(Player);
// Delete old player entity.
await Server.WaitPost(() =>
{
- if (old == null)
- return;
-
- // Fuck you mind system I want an hour of my life back
- if (SEntMan.TryGetComponent(old, out MindComponent? mind))
- mind.GhostOnShutdown = false;
-
- SEntMan.DeleteEntity(old.Value);
+ if (old != null)
+ SEntMan.DeleteEntity(old.Value);
});
- // Ensure that the player only has one hand, so that they do not accidentally pick up deconstruction protucts
+ // Ensure that the player only has one hand, so that they do not accidentally pick up deconstruction products
await Server.WaitPost(() =>
{
var bodySystem = SEntMan.System<BodySystem>();