* real? * ok * real 2 * one more thing that i forgot to port part 2 * i am dumb * mofo og * waaaagh * some rework placeholders * porting part 2 * bruh. * bruh 2 * bruh 3. * Update ChangelingRuleSystem.cs * Update AdminVerbSystem.Antags.cs * говнокрад это SubGamemode * тяжело... * пу-пу-пу --------- Co-authored-by: whateverusername0 <whateveremail> Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com>
29 lines
1.1 KiB
C#
29 lines
1.1 KiB
C#
using Content.Server.Objectives.Systems;
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namespace Content.Server.Objectives.Components;
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/// <summary>
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/// Requires that you have the same identity a target for a certain length of time before the round ends.
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/// Obviously the agent id will work for this, but it's assumed that you will kill the target to prevent suspicion.
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/// Depends on <see cref="TargetObjectiveComponent"/> to function.
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/// </summary>
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[RegisterComponent, Access(typeof(ImpersonateConditionSystem))]
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public sealed partial class ImpersonateConditionComponent : Component
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{
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/// <summary>
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/// Name that must match your identity for greentext.
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/// This is stored once after the objective is assigned:
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/// 1. to be a tiny bit more efficient
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/// 2. to prevent the name possibly changing when borging or anything else and messing you up
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public string? Name;
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/// <summary>
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/// Mind this objective got assigned to, used to continiously checkd impersonation.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? MindId;
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public bool Completed = false;
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}
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