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* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
42 lines
1.2 KiB
C#
42 lines
1.2 KiB
C#
using Content.Shared.Codewords;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Traitor.Components;
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/// <summary>
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/// Paper with written traitor codewords on it.
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/// </summary>
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[RegisterComponent]
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public sealed partial class TraitorCodePaperComponent : Component
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{
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/// <summary>
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/// The faction to get codewords for.
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/// </summary>
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[DataField]
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public ProtoId<CodewordFactionPrototype> CodewordFaction = "Traitor";
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/// <summary>
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/// The generator to use for the fake words.
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/// </summary>
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[DataField]
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public ProtoId<CodewordGeneratorPrototype> CodewordGenerator = "TraitorCodewordGenerator";
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/// <summary>
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/// The number of codewords that should be generated on this paper.
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/// Will not extend past the max number of available codewords.
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/// </summary>
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[DataField]
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public int CodewordAmount = 1;
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/// <summary>
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/// Whether the codewords should be faked if there is no traitor gamerule set.
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/// </summary>
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[DataField]
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public bool FakeCodewords = true;
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/// <summary>
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/// Whether all codewords added to the round should be used. Overrides CodewordAmount if true.
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/// </summary>
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[DataField]
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public bool CodewordShowAll = false;
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}
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