var entityManager = args.EntityManager;
var uid = args.SolutionEntity;
- // This makes it so it doesn't affect things that are already sentient
- if (entityManager.HasComponent<MindComponent>(uid))
- {
- return;
- }
-
// 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.
entityManager.RemoveComponent<ReplacementAccentComponent>(uid);
- // Monke talk
+ // Monke talk. This makes cognizine a cure to AMIV's long term damage funnily enough, do with this information what you will.
entityManager.RemoveComponent<MonkeyAccentComponent>(uid);
+ // This makes it so it doesn't add a ghost role to things that are already sentient
+ if (entityManager.HasComponent<MindComponent>(uid))
+ {
+ return;
+ }
+
// No idea what anything past this point does
if (entityManager.TryGetComponent(uid, out GhostTakeoverAvailableComponent? takeOver))
{