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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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|---|---|---|
| .. | ||
| ActiveGameRuleComponent.cs | ||
| DeathMatchRuleComponent.cs | ||
| EndedGameRuleComponent.cs | ||
| GameRuleComponent.cs | ||
| GenericAntagRuleComponent.cs | ||
| InactivityRuleComponent.cs | ||
| KillCalloutRuleComponent.cs | ||
| MaxTimeRestartRuleComponent.cs | ||
| NinjaRuleComponent.cs | ||
| NukeOperativeSpawnerComponent.cs | ||
| NukeopsRuleComponent.cs | ||
| NukeOpsShuttleComponent.cs | ||
| PiratesRuleComponent.cs | ||
| RespawnDeadRuleComponent.cs | ||
| RespawnTrackerComponent.cs | ||
| RevolutionaryRuleComponent.cs | ||
| RoundstartStationVariationRuleComponent.cs | ||
| SandboxRuleComponent.cs | ||
| SecretRuleComponent.cs | ||
| StationVariationPassRuleComponent.cs | ||
| ThiefRuleComponent.cs | ||
| TraitorRuleComponent.cs | ||
| ZombieRuleComponent.cs | ||