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https://github.com/space-syndicate/space-station-14.git
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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
30 lines
982 B
C#
30 lines
982 B
C#
using Content.Server.Traitor.Components;
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using Content.Shared.Antag;
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using Content.Shared.Mind.Components;
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using Robust.Shared.Player;
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namespace Content.Server.Traitor.Systems;
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/// <summary>
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/// Makes entities with <see cref="AutoTraitorComponent"/> a traitor either immediately if they have a mind or when a mind is added.
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/// </summary>
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public sealed partial class AutoTraitorSystem : EntitySystem
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{
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[Dependency] private AntagSelectionSystem _antag = default!;
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[Dependency] private ISharedPlayerManager _player = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AutoTraitorComponent, MindAddedMessage>(OnMindAdded);
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}
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private void OnMindAdded(EntityUid uid, AutoTraitorComponent comp, MindAddedMessage args)
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{
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if (!_player.TryGetSessionById(args.Mind.Comp.UserId, out var session))
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return;
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_antag.ForceMakeAntag<AutoTraitorComponent>(session, comp.Profile);
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}
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}
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