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>
This commit is contained in:
Kyle Tyo 2025-10-07 09:10:21 -04:00 committed by Vanessa
parent 31e762adb6
commit 1940cc0527
5 changed files with 32 additions and 35 deletions

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@ -1,14 +0,0 @@
using Content.Server.Body.Systems;
namespace Content.Server.Body.Components
{
[RegisterComponent, Access(typeof(BrainSystem))]
public sealed partial class BrainComponent : Component
{
/// <summary>
/// Shitmed Change: Is this brain currently controlling the entity?
/// </summary>
[DataField]
public bool Active = true;
}
}

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@ -1,11 +0,0 @@
namespace Content.Server.Ghost.Components
{
[RegisterComponent]
public sealed partial class GhostOnMoveComponent : Component
{
[DataField("canReturn")] public bool CanReturn { get; set; } = true;
[DataField("mustBeDead")]
public bool MustBeDead = false;
}
}

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@ -0,0 +1,13 @@
using Content.Shared.Body.Systems;
namespace Content.Shared.Body.Components;
[RegisterComponent, Access(typeof(BrainSystem))]
public sealed partial class BrainComponent : Component
{
/// <summary>
/// Shitmed Change: Is this brain currently controlling the entity?
/// </summary>
[DataField]
public bool Active = true;
}

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@ -1,23 +1,19 @@
using Content.Server.Body.Components;
using Content.Server.Ghost.Components;
using Content.Shared.Body.Components;
using Content.Shared.Body.Components;
using Content.Shared.Body.Events;
using Content.Shared.Ghost;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Pointing;
using Content.Shared._Shitmed.Body.Organ; // Shitmed
using Content.Shared.Body.Systems; // Shitmed
// Shitmed Change
using Content.Shared._Shitmed.Body.Organ;
using Content.Server._Shitmed.DelayedDeath;
using Content.Shared.Body.Systems;
namespace Content.Server.Body.Systems;
namespace Content.Shared.Body.Systems;
public sealed class BrainSystem : EntitySystem
{
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
[Dependency] private readonly SharedBodySystem _bodySystem = default!; // Shitmed Change
[Dependency] private readonly SharedBodySystem _bodySystem = default!; // Shitmed
public override void Initialize()
{
base.Initialize();

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@ -0,0 +1,13 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Ghost;
[RegisterComponent, NetworkedComponent]
public sealed partial class GhostOnMoveComponent : Component
{
[DataField]
public bool CanReturn = true;
[DataField]
public bool MustBeDead;
}