forced collective mind for abductors
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2 changed files with 10 additions and 0 deletions
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@ -12,6 +12,7 @@ using Content.Server.Speech.Prototypes;
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using Content.Server.Speech.EntitySystems;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Shared._Sunrise.Antags.Abductor;
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using Content.Shared._Sunrise.CollectiveMind;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration;
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@ -183,6 +184,12 @@ public sealed partial class ChatSystem : SharedChatSystem
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bool isFormatted = false //sunrise-edit
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)
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{
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if (TryComp<AbductorComponent>(source, out var comp))
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{
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_prototypeManager.TryIndex<CollectiveMindPrototype>(comp.AbductorCollectiveMindProto, out var channel);
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SendCollectiveMindChat(source, message, channel);
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return;
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}
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if (HasComp<GhostComponent>(source))
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{
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// Ghosts can only send dead chat messages, so we'll forward it to InGame OOC.
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@ -1,3 +1,4 @@
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using Content.Shared._Sunrise.CollectiveMind;
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using Content.Shared.Actions;
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using Content.Shared.Communications;
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using Content.Shared.Ninja.Systems;
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@ -69,6 +70,8 @@ public sealed partial class AbductorDispencerComponent : Component
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedAbductorSystem))]
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public sealed partial class AbductorComponent : Component
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{
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[ValidatePrototypeId<CollectiveMindPrototype>]
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public string AbductorCollectiveMindProto = "Abductor";
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}
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedAbductorSystem)), AutoGenerateComponentState]
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