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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
20 lines
805 B
C#
20 lines
805 B
C#
using Content.Shared.GameTicking.Rules.Components;
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using Content.Shared.Revolutionary.Components;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Components;
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namespace Content.Shared.GameTicking.Rules;
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/// <summary>
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/// Where all the main stuff for Revolutionaries happens (Assigning Head Revs, Command on station, and checking for the game to end.)
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/// </summary>
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public abstract partial class RevolutionaryRuleSystem : GameRuleSystem<RevolutionaryRuleComponent>
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{
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[SubscribeLocalEvent]
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private void OnGetBriefing(Entity<RevolutionaryRoleComponent> comp, ref GetBriefingEvent args)
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{
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var ent = args.Mind.Comp.OwnedEntity;
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var head = HasComp<HeadRevolutionaryComponent>(ent);
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args.Append(Loc.GetString(head ? "head-rev-briefing" : "rev-briefing"));
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}
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}
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