Speedy event patches to make events less ass (#5493)

This commit is contained in:
Moony
2021-11-23 20:06:59 -06:00
committed by GitHub
parent d7224b70cd
commit 39acf77858

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@@ -32,7 +32,7 @@ namespace Content.Server.StationEvents
[Dependency] private readonly IServerNetManager _netManager = default!; [Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IConGroupController _conGroupController = default!; [Dependency] private readonly IConGroupController _conGroupController = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AdminLogSystem _adminLog = default!; [Dependency] private readonly AdminLogSystem _adminLog = default!;
@@ -247,7 +247,8 @@ namespace Content.Server.StationEvents
return; return;
} }
if (_timeUntilNextEvent > 0) // Make sure we only count down when no event is running.
if (_timeUntilNextEvent > 0 && CurrentEvent == null)
{ {
_timeUntilNextEvent -= frameTime; _timeUntilNextEvent -= frameTime;
return; return;
@@ -321,7 +322,7 @@ namespace Content.Server.StationEvents
// playerCount does a lock so we'll just keep the variable here // playerCount does a lock so we'll just keep the variable here
if (!ignoreEarliestStart) if (!ignoreEarliestStart)
{ {
currentTime = _gameTiming.CurTime; currentTime = _gameTicker.RoundDuration();
} }
else else
{ {