Some Flockmind Bug Fixes (#32454)

* Fixes flock collector runtime

* Potentially fixes nullspacing flockminds
This commit is contained in:
PollardTheDragon
2026-08-23 14:07:21 +00:00
committed by GitHub
parent a6296a870a
commit c4e8468225
4 changed files with 21 additions and 26 deletions
+17 -18
View File
@@ -134,7 +134,7 @@
if(isliving(current))
destroyed_body_json = json_encode(current.serialize())
/datum/mind/proc/bind_to(mob/living/new_character)
/datum/mind/proc/bind_to(mob/new_character)
current = new_character
new_character.mind = src
RegisterSignal(current, COMSIG_PARENT_QDELETING, PROC_REF(archive_deleted_body), override = TRUE)
@@ -147,11 +147,9 @@
current.mind = null
current = null
/datum/mind/proc/transfer_to(mob/living/new_character)
/datum/mind/proc/transfer_to(mob/new_character, transfer_actions_to_target = TRUE)
var/datum/atom_hud/antag/hud_to_transfer = antag_hud //we need this because leave_hud() will clear this list
var/mob/living/old_current = current
if(!istype(new_character))
stack_trace("transfer_to(): Some idiot has tried to transfer_to() a non mob/living mob.")
var/mob/old_current = current
if(current) //remove ourself from our old body's mind variable
if(isliving(current))
current.med_hud_set_status()
@@ -168,19 +166,20 @@
bind_to(new_character)
for(var/a in antag_datums) //Makes sure all antag datums effects are applied in the new body
var/datum/antagonist/A = a
A.on_body_transfer(old_current, current)
transfer_antag_huds(hud_to_transfer) //inherit the antag HUD
transfer_actions(new_character)
if(martial_art)
for(var/datum/martial_art/MA in known_martial_arts)
MA.reset_combos(old_current) // Clear combos on old body
if(MA.temporary)
MA.remove(current)
else
MA.remove(current)
MA.teach(current)
if(transfer_actions_to_target)
for(var/a in antag_datums) //Makes sure all antag datums effects are applied in the new body
var/datum/antagonist/A = a
A.on_body_transfer(old_current, current)
transfer_antag_huds(hud_to_transfer) //inherit the antag HUD
transfer_actions(new_character)
if(martial_art)
for(var/datum/martial_art/MA in known_martial_arts)
MA.reset_combos(old_current) // Clear combos on old body
if(MA.temporary)
MA.remove(current)
else
MA.remove(current)
MA.teach(current)
if(active)
new_character.key = key //now transfer the key to link the client to our new body
SEND_SIGNAL(src, COMSIG_MIND_TRANSER_TO, new_character)
@@ -399,8 +399,7 @@
controlled_by.controlling_bird = src
if(controlled_by.mind)
key = controlled_by.key
mind = controlled_by.mind
controlled_by.mind.transfer_to(src, FALSE)
if(isflocktrace(controlled_by))
flock.add_notice(src, FLOCK_NOTICE_FLOCKTRACE_CONTROL)
@@ -440,8 +439,7 @@
master_bird.forceMove(destination)
if(mind)
master_bird.key = key
master_bird.mind = mind
mind.transfer_to(master_bird, FALSE)
flock_talk(null, "Control of [real_name] surrendered.", flock, involuntary = TRUE)
if(!dest_was_safe)
@@ -86,7 +86,7 @@
var/area/A = get_area(src)
var/obj/machinery/power/apc/apc
if(A.apc)
apc = A.apc[0]
apc = A.get_apc()
return apc
/// Recalculate the turf connections and tracking.
+1 -3
View File
@@ -36,9 +36,7 @@
kill()
return
var/mob/camera/flock/overmind/flockmind = new /mob/camera/flock/overmind(pick(spawn_locs))
flockmind.key = C.key
flockmind.mind = new
flockmind.mind.bind_to(flockmind)
C.mind.transfer_to(flockmind, FALSE)
flockmind.mind.set_original_mob(flockmind)
flockmind.mind.assigned_role = SPECIAL_ROLE_FLOCK
flockmind.mind.special_role = SPECIAL_ROLE_FLOCK