CorporealSystem.cs 1.5 KB

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  1. using Content.Server.GameTicking;
  2. using Content.Shared.Eye;
  3. using Content.Shared.Revenant.Components;
  4. using Content.Shared.Revenant.EntitySystems;
  5. using Robust.Server.GameObjects;
  6. namespace Content.Server.Revenant.EntitySystems;
  7. public sealed class CorporealSystem : SharedCorporealSystem
  8. {
  9. [Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
  10. [Dependency] private readonly GameTicker _ticker = default!;
  11. public override void OnStartup(EntityUid uid, CorporealComponent component, ComponentStartup args)
  12. {
  13. base.OnStartup(uid, component, args);
  14. if (TryComp<VisibilityComponent>(uid, out var visibility))
  15. {
  16. _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
  17. _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
  18. _visibilitySystem.RefreshVisibility(uid, visibility);
  19. }
  20. }
  21. public override void OnShutdown(EntityUid uid, CorporealComponent component, ComponentShutdown args)
  22. {
  23. base.OnShutdown(uid, component, args);
  24. if (TryComp<VisibilityComponent>(uid, out var visibility) && _ticker.RunLevel != GameRunLevel.PostRound)
  25. {
  26. _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
  27. _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
  28. _visibilitySystem.RefreshVisibility(uid, visibility);
  29. }
  30. }
  31. }