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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
16 lines
564 B
C#
16 lines
564 B
C#
using Robust.Shared.Network;
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using Robust.Shared.Player;
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namespace Content.Shared.GameTicking;
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public abstract partial class GameTicker
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{
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public bool UserHasJoinedGame(ICommonSession session) => UserHasJoinedGame(session.UserId);
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/// <summary>
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/// Returns if a given session has currently joined the game.
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/// </summary>
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/// <param name="userId">User</param>
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/// <returns>Returns true if the player has joined the game. Only can return true on server!</returns>
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public virtual bool UserHasJoinedGame(NetUserId userId) => false;
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}
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