CatStation/Content.Server/Traitor/Components/TraitorCodePaperComponent.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* 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
2026-09-16 19:34:19 +00:00

42 lines
1.2 KiB
C#

using Content.Shared.Codewords;
using Robust.Shared.Prototypes;
namespace Content.Server.Traitor.Components;
/// <summary>
/// Paper with written traitor codewords on it.
/// </summary>
[RegisterComponent]
public sealed partial class TraitorCodePaperComponent : Component
{
/// <summary>
/// The faction to get codewords for.
/// </summary>
[DataField]
public ProtoId<CodewordFactionPrototype> CodewordFaction = "Traitor";
/// <summary>
/// The generator to use for the fake words.
/// </summary>
[DataField]
public ProtoId<CodewordGeneratorPrototype> CodewordGenerator = "TraitorCodewordGenerator";
/// <summary>
/// The number of codewords that should be generated on this paper.
/// Will not extend past the max number of available codewords.
/// </summary>
[DataField]
public int CodewordAmount = 1;
/// <summary>
/// Whether the codewords should be faked if there is no traitor gamerule set.
/// </summary>
[DataField]
public bool FakeCodewords = true;
/// <summary>
/// Whether all codewords added to the round should be used. Overrides CodewordAmount if true.
/// </summary>
[DataField]
public bool CodewordShowAll = false;
}