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
This commit is contained in:
Nemanja
2024-04-24 21:31:45 -04:00
committed by GitHub
parent 771661f478
commit 161fd6c83c
99 changed files with 1931 additions and 2310 deletions

View File

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