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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@@ -17,6 +17,7 @@ using Robust.Shared.Player;
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using Robust.Shared.Utility;
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using System.Linq;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameTicking.Components;
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namespace Content.Server.Power.EntitySystems;
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@@ -723,8 +724,8 @@ internal sealed partial class PowerMonitoringConsoleSystem : SharedPowerMonitori
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}
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}
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// Designates a supplied entity as a 'collection master'. Other entities which share this
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// entities collection name and are attached on the same load network are assigned this entity
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// Designates a supplied entity as a 'collection master'. Other entities which share this
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// entities collection name and are attached on the same load network are assigned this entity
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// as the master that represents them on the console UI. This way you can have one device
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// represent multiple connected devices
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private void AssignEntityAsCollectionMaster
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