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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
15 lines
638 B
C#
15 lines
638 B
C#
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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/// <summary>
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/// Makes a player join into the game and spawn on a station.
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/// </summary>
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/// <param name="player">The player joining</param>
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/// <param name="station">The station they're spawning on</param>
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/// <param name="jobId">An optional job for them to spawn as</param>
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/// <param name="silent">Whether or not the player should be greeted upon joining</param>
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public virtual void MakeJoinGame(ICommonSession player, EntityUid station, string? jobId = null, bool silent = false) { }
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}
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