Move BrainSystem and necessary components to Shared (#40499)
* yowza * Update Content.Shared/Body/Systems/BrainSystem.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Ghost/GhostOnMoveComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update BrainSystem.cs * Update Content.Shared/Body/Systems/BrainSystem.cs * Update Content.Shared/Body/Systems/BrainSystem.cs * Update Content.Shared/Body/Systems/BrainSystem.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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using Content.Server.Body.Systems;
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namespace Content.Server.Body.Components
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{
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[RegisterComponent, Access(typeof(BrainSystem))]
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public sealed partial class BrainComponent : Component
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{
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/// <summary>
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/// Shitmed Change: Is this brain currently controlling the entity?
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/// </summary>
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[DataField]
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public bool Active = true;
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}
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}
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namespace Content.Server.Ghost.Components
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{
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[RegisterComponent]
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public sealed partial class GhostOnMoveComponent : Component
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{
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[DataField("canReturn")] public bool CanReturn { get; set; } = true;
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[DataField("mustBeDead")]
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public bool MustBeDead = false;
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}
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}
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using Content.Shared.Body.Systems;
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namespace Content.Shared.Body.Components;
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[RegisterComponent, Access(typeof(BrainSystem))]
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public sealed partial class BrainComponent : Component
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{
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/// <summary>
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/// Shitmed Change: Is this brain currently controlling the entity?
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/// </summary>
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[DataField]
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public bool Active = true;
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}
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@ -1,23 +1,19 @@
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using Content.Server.Body.Components;
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using Content.Server.Ghost.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Pointing;
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using Content.Shared._Shitmed.Body.Organ; // Shitmed
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using Content.Shared.Body.Systems; // Shitmed
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// Shitmed Change
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using Content.Shared._Shitmed.Body.Organ;
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using Content.Server._Shitmed.DelayedDeath;
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using Content.Shared.Body.Systems;
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namespace Content.Server.Body.Systems;
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namespace Content.Shared.Body.Systems;
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public sealed class BrainSystem : EntitySystem
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{
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly SharedBodySystem _bodySystem = default!; // Shitmed Change
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[Dependency] private readonly SharedBodySystem _bodySystem = default!; // Shitmed
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public override void Initialize()
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{
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base.Initialize();
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using Robust.Shared.GameStates;
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namespace Content.Shared.Ghost;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class GhostOnMoveComponent : Component
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{
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[DataField]
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public bool CanReturn = true;
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[DataField]
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public bool MustBeDead;
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}
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