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Class MindComponent

This is added as a component to mind entities, not to player entities. MindContainerComponent for the one that is added to players. A mind represents the IC "mind" of a player. Roles are attached as components to its owning entity.

Inheritance
System.Object
MindComponent
Namespace: Content.Shared.Mind
Assembly: Content.Shared.dll
Syntax
public sealed class MindComponent : Component
Remarks

Think of it like this: if a player is supposed to have their memories, their mind follows along.

Things such as respawning do not follow, because you're a new character. Getting borged, cloned, turned into a catbeast, etc... will keep it following you.

Fields

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OriginalOwnedEntity

Entity UID for the first entity that this mind controlled. Used for round end. Might be relevant if the player has ghosted since.

Declaration
public EntityUid? OriginalOwnedEntity
Field Value
Type Description
System.Nullable<EntityUid>
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OwnedComponent

The component currently owned by this mind. Can be null.

Declaration
public MindContainerComponent OwnedComponent
Field Value
Type Description
MindContainerComponent

Properties

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AllObjectives

An enumerable over all the objective entities this mind has.

Declaration
public IEnumerable<EntityUid> AllObjectives { get; }
Property Value
Type Description
IEnumerable<EntityUid>
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CharacterName

Declaration
public string? CharacterName { get; set; }
Property Value
Type Description
System.Nullable<System.String>
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CurrentEntity

Declaration
public EntityUid? CurrentEntity { get; }
Property Value
Type Description
System.Nullable<EntityUid>
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IsVisitingEntity

Declaration
public bool IsVisitingEntity { get; }
Property Value
Type Description
System.Boolean
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OriginalOwnerUserId

The session ID of the original owner, if any. May end up used for round-end information (as the owner may have abandoned Mind since)

Declaration
public NetUserId? OriginalOwnerUserId { get; set; }
Property Value
Type Description
System.Nullable<Robust.Shared.Network.NetUserId>
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OwnedEntity

The entity currently owned by this mind. Can be null.

Declaration
public EntityUid? OwnedEntity { get; set; }
Property Value
Type Description
System.Nullable<EntityUid>
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PreventGhosting

Prevents user from ghosting out

Declaration
public bool PreventGhosting { get; set; }
Property Value
Type Description
System.Boolean
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PreventSuicide

Prevents user from suiciding

Declaration
public bool PreventSuicide { get; set; }
Property Value
Type Description
System.Boolean
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Session

The session of the player owning this mind. Can be null, in which case the player is currently not logged in.

Declaration
public ICommonSession Session { get; set; }
Property Value
Type Description
Robust.Shared.Players.ICommonSession
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TimeOfDeath

The time of death for this Mind. Can be null - will be null if the Mind is not considered "dead".

Declaration
public TimeSpan? TimeOfDeath { get; set; }
Property Value
Type Description
System.Nullable<TimeSpan>
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UserId

The session ID of the player owning this mind.

Declaration
public NetUserId? UserId { get; set; }
Property Value
Type Description
System.Nullable<Robust.Shared.Network.NetUserId>
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VisitingEntity

Declaration
public EntityUid? VisitingEntity { get; set; }
Property Value
Type Description
System.Nullable<EntityUid>
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