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https://github.com/Bubberstation/Bubberstation.git
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3ea6c1ddea
## About The Pull Request If you're an adminghosted body, you will no longer be sent back to your corpse afterwards. The Mind will still move over, but you wont immediately re-enter your body. Just as an example, an Admin is aghosted on Centcom after testing some stuff, plays a round of Mafia, then is suddenly back in their body in Centcom. Also fixes temp body not working for Mafia (due to the corpse locking) ## Why It's Good For The Game You're going to the THUNDERDOME. ## Changelog 🆑 fix: Mafia players now get sent back to their bodies again post-game. admin: Admin players aren't forcefully put back into aghosted bodies after using a temporary body spawner. /🆑
102 lines
3.5 KiB
Plaintext
102 lines
3.5 KiB
Plaintext
/**
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* ## temporary_body
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*
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* Used on mobs when they are meant to be a 'temporary body'
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* Holds a reference to an old mind, to put them back in
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* once the body this component is attached to, is being deleted.
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*/
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/datum/component/temporary_body
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///The old mind we will be put back into when parent is being deleted.
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var/datum/mind/old_mind
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///The old body we will be put back into when parent is being deleted.
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var/mob/old_body
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/// Returns the mind if the PARENT dies by any means
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var/return_on_death = FALSE
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/// Returns the mind if the OLD_BODY is revived
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var/return_on_revive = FALSE
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/datum/component/temporary_body/Initialize(datum/mind/old_mind, return_on_death = FALSE, return_on_revive = FALSE)
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if(!ismob(parent))
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return COMPONENT_INCOMPATIBLE
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if(isnull(old_mind))
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stack_trace("Tried to create a temporary_body component without an old_mind!")
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return COMPONENT_INCOMPATIBLE
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src.old_mind = old_mind
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src.old_body = old_mind.current
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src.return_on_death = return_on_death
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src.return_on_revive = return_on_revive
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/datum/component/temporary_body/RegisterWithParent()
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RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(return_mind))
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if(return_on_death)
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RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(return_mind))
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RegisterSignal(old_mind, COMSIG_MIND_TRANSFERRED, PROC_REF(on_mind_transfer))
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if(!isnull(old_body))
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register_body_signals()
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/datum/component/temporary_body/proc/register_body_signals()
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ADD_TRAIT(old_body, TRAIT_MIND_TEMPORARILY_GONE, REF(src))
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RegisterSignal(old_body, COMSIG_QDELETING, PROC_REF(on_body_destroy))
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if(return_on_revive)
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RegisterSignal(old_body, COMSIG_LIVING_REVIVE, PROC_REF(return_mind))
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/datum/component/temporary_body/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_QDELETING)
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UnregisterSignal(parent, COMSIG_LIVING_DEATH)
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UnregisterSignal(old_mind, COMSIG_MIND_TRANSFERRED)
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if(!isnull(old_body))
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unregister_body_signals()
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/datum/component/temporary_body/proc/unregister_body_signals()
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REMOVE_TRAIT(old_body, TRAIT_MIND_TEMPORARILY_GONE, REF(src))
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UnregisterSignal(old_body, COMSIG_QDELETING)
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UnregisterSignal(old_body, COMSIG_LIVING_REVIVE)
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/datum/component/temporary_body/Destroy()
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. = ..()
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old_mind = null
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old_body = null
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/// Swap the target of old_body if old_mind is transferred somewhere while we're away
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/datum/component/temporary_body/proc/on_mind_transfer(...)
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SIGNAL_HANDLER
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if(!isnull(old_body))
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unregister_body_signals()
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old_body = old_mind.current
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if(!isnull(old_body))
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register_body_signals()
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/**
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* Sends the mind of the temporary body back into their previous host
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* If the previous host is alive, we'll also force them into the body.
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* Otherwise we'll let them hang out as a ghost still.
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*/
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/datum/component/temporary_body/proc/return_mind(...)
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SIGNAL_HANDLER
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var/mob/new_body = parent
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var/mob/dead/observer/ghost = new_body.get_ghost() || new_body.ghostize(forced = TRUE)
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if(QDELETED(ghost))
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stack_trace("[src] belonging to [parent] was completely unable to find a ghost to put back into a body!")
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qdel(src) // i guess this is useless now
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return
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ghost.mind = old_mind
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if(old_body)
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if(old_mind.current != old_body)
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stack_trace("Temporary body returning mind to old body, but the mind's current body doesn't match the old body!")
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old_mind.set_current(old_body)
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if(old_body.stat != DEAD && !IS_FAKE_KEY(old_body.key))
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ghost.reenter_corpse()
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qdel(src) // we're done here
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/// Body reference handling
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/datum/component/temporary_body/proc/on_body_destroy(...)
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SIGNAL_HANDLER
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old_body = null
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