using Content.Shared._Harmony.Conspirators.Components; using Content.Shared.Antag; using Content.Shared.Ghost; // DeltaV using Robust.Shared.GameStates; using Robust.Shared.Player; namespace Content.Shared._Harmony.Conspirators.EntitySystems; public abstract class SharedConspiratorSystem : EntitySystem // looking at blood bound to see how the icons work { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnConspiratorAttemptGetState); } private void OnConspiratorAttemptGetState( Entity entity, ref ComponentGetStateAttemptEvent args) { args.Cancelled = !CanGetState(args.Player); } private bool CanGetState(ICommonSession? player) { if (player?.AttachedEntity is not { } uid) return true; return HasComp(uid) || HasComp(uid) || HasComp(uid); // DeltaV - add GhostComponent } }