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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
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using Content.Shared.RoundEnd;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(ZombieRuleSystem))]
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public sealed partial class ZombieRuleComponent : Component
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{
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/// <summary>
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/// When the round will next check for round end.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan? NextRoundEndCheck;
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/// <summary>
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/// The amount of time between each check for the end of the round.
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/// </summary>
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[DataField]
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public TimeSpan EndCheckDelay = TimeSpan.FromSeconds(30);
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/// <summary>
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/// After this amount of the crew become zombies, the shuttle will be automatically called.
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/// </summary>
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[DataField]
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public float ZombieShuttleCallPercentage = 0.7f;
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/// <summary>
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/// What will happen if zombies get more than 80%
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/// </summary>
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[DataField]
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public RoundEndBehavior ZombieRoundEndBehavior = RoundEndBehavior.ShuttleCall;
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/// <summary>
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/// Shuttle timer for when shuttle is called
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/// </summary>
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[DataField]
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public TimeSpan ZombieEvacShuttleTime = TimeSpan.FromMinutes(5);
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}
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