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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@@ -22,43 +22,6 @@ public sealed partial class RevolutionaryRuleComponent : Component
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[DataField]
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public TimeSpan TimerWait = TimeSpan.FromSeconds(20);
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/// <summary>
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/// Stores players minds
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/// </summary>
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[DataField]
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public Dictionary<string, EntityUid> HeadRevs = new();
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[DataField]
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public ProtoId<AntagPrototype> HeadRevPrototypeId = "HeadRev";
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/// <summary>
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/// Min players needed for Revolutionary gamemode to start.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int MinPlayers = 15;
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/// <summary>
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/// Max Head Revs allowed during selection.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int MaxHeadRevs = 3;
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/// <summary>
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/// The amount of Head Revs that will spawn per this amount of players.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int PlayersPerHeadRev = 15;
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/// <summary>
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/// The gear head revolutionaries are given on spawn.
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/// </summary>
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[DataField]
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public List<EntProtoId> StartingGear = new()
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{
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"Flash",
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"ClothingEyesGlassesSunglasses"
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};
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/// <summary>
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/// The time it takes after the last head is killed for the shuttle to arrive.
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/// </summary>
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