Mega Antag Refactor (#25786)
* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
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using Content.Server.Maps;
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using Content.Shared.Whitelist;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// This is used for a game rule that loads a map when activated.
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/// </summary>
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[RegisterComponent]
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public sealed partial class LoadMapRuleComponent : Component
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{
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[DataField]
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public MapId? Map;
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[DataField]
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public ProtoId<GameMapPrototype>? GameMap ;
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[DataField]
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public ResPath? MapPath;
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[DataField]
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public List<EntityUid> MapGrids = new();
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[DataField]
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public EntityWhitelist? SpawnerWhitelist;
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}
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