Speedy event patches to make events less ass (#5493)
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@@ -32,7 +32,7 @@ namespace Content.Server.StationEvents
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[Dependency] private readonly IServerNetManager _netManager = default!;
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[Dependency] private readonly IServerNetManager _netManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IConGroupController _conGroupController = default!;
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[Dependency] private readonly IConGroupController _conGroupController = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AdminLogSystem _adminLog = default!;
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[Dependency] private readonly AdminLogSystem _adminLog = default!;
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@@ -247,7 +247,8 @@ namespace Content.Server.StationEvents
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return;
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return;
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}
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}
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if (_timeUntilNextEvent > 0)
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// Make sure we only count down when no event is running.
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if (_timeUntilNextEvent > 0 && CurrentEvent == null)
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{
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{
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_timeUntilNextEvent -= frameTime;
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_timeUntilNextEvent -= frameTime;
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return;
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return;
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@@ -321,7 +322,7 @@ namespace Content.Server.StationEvents
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// playerCount does a lock so we'll just keep the variable here
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// playerCount does a lock so we'll just keep the variable here
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if (!ignoreEarliestStart)
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if (!ignoreEarliestStart)
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{
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{
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currentTime = _gameTiming.CurTime;
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currentTime = _gameTicker.RoundDuration();
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}
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}
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else
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else
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{
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{
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