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* Raise `StationPostInitEvent` broadcast * Basic variation pass handling * standardize names + rule entities * why does it work like that? * add to defaults * light break variation pass * ent spawn entry * move some stationevent utility functions to gamerule + add one for finding random tile on specified station * forgot how statistics works * powered light variation pass is good now * station tile count function * public method to ensure all solutions (for procedural use before mapinit) * move gamerulesystem utility funcs to partial * ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit * trash & puddle variation passes! * oh yeah * ehh lets live a little * std * utility for game rule check based on comp * entprotoid the trash spawner oops * generalize trash variation * use added instead of started for secret rule * random cleanup * generic replacement variation system * Wall rusting variation rule * account for modifying while enumerating * use localaabb * fix test * minor tweaks * reinforced wall replacer + puddletweaker |
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|---|---|---|
| .. | ||
| Components | ||
| VariationPass | ||
| DeathMatchRuleSystem.cs | ||
| GameRulePrototype.cs | ||
| GameRuleSystem.cs | ||
| GameRuleSystem.Utility.cs | ||
| GenericAntagRuleSystem.cs | ||
| InactivityTimeRestartRuleSystem.cs | ||
| KillCalloutRuleSystem.cs | ||
| MaxTimeRestartRuleSystem.cs | ||
| NukeopsRuleSystem.cs | ||
| PiratesRuleSystem.cs | ||
| RespawnRuleSystem.cs | ||
| RevolutionaryRuleSystem.cs | ||
| RoundstartStationVariationRuleSystem.cs | ||
| SandboxRuleSystem.cs | ||
| SecretRuleSystem.cs | ||
| ThiefRuleSystem.cs | ||
| TraitorRuleSystem.cs | ||
| ZombieRuleSystem.cs | ||