Allow changing alert level delay. (#17435)
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@@ -29,8 +29,6 @@ public sealed class AlertLevelComponent : Component
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] public bool IsLevelLocked = false;
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[ViewVariables] public const float Delay = 30;
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[ViewVariables] public float CurrentDelay = 0;
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[ViewVariables] public bool ActiveDelay;
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@@ -1,8 +1,10 @@
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using System.Linq;
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using Content.Server.Chat.Systems;
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using Content.Server.Station.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.PDA;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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namespace Content.Server.AlertLevel;
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@@ -12,6 +14,7 @@ public sealed class AlertLevelSystem : EntitySystem
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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// Until stations are a prototype, this is how it's going to have to be.
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public const string DefaultAlertLevelSet = "stationAlerts";
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@@ -138,7 +141,7 @@ public sealed class AlertLevelSystem : EntitySystem
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return;
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}
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component.CurrentDelay = AlertLevelComponent.Delay;
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component.CurrentDelay = _cfg.GetCVar(CCVars.GameAlertLevelChangeDelay);
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component.ActiveDelay = true;
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}
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@@ -282,6 +282,12 @@ namespace Content.Shared.CCVar
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CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER);
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#endif
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/// <summary>
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/// Delay between station alert level changes.
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/// </summary>
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public static readonly CVarDef<int> GameAlertLevelChangeDelay =
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CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY);
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/*
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* Discord
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*/
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