Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief * Zombie initial pass * Rebase, Traitor * Nukeops, More overloads * Revert RevolutionaryRuleComponent * Use TryRoundStartAttempt, Rewrite nukie spawning * Comments, Add task scheduler to GameRuleSystem * Zombie initial testing done * Sort methods, rework GameRuleTask * Add CCVar, Initial testing continues * Might as well get rid of the obsolete logging * Oops, i dont know how to log apparently * Suggested formatting fixes * Suggested changes * Fix merge issues * Minor optimisation * Allowed thief to choose other antags * Review changes * Spawn items on floor first, then inserting * minor tweaks * Shift as much as possible to ProtoId<> * Remove unneeded * Add exclusive antag attribute * Fix merge issues * Minor formatting fix * Convert to struct * Cleanup * Review cleanup (need to test a lot) * Some fixes, (mostly) tested * oop * Pass tests (for real) --------- Co-authored-by: Rainfall <rainfey0+git@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com>
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@@ -271,11 +271,12 @@ public sealed class PiratesRuleSystem : GameRuleSystem<PiratesRuleComponent>
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}
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//Forcing one player to be a pirate.
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public void MakePirate(EntityUid mindId, MindComponent mind)
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public void MakePirate(EntityUid entity)
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{
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if (!mind.OwnedEntity.HasValue)
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if (!_mindSystem.TryGetMind(entity, out var mindId, out var mind))
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return;
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SetOutfitCommand.SetOutfit(mind.OwnedEntity.Value, GearId, EntityManager);
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SetOutfitCommand.SetOutfit(entity, GearId, EntityManager);
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var pirateRule = EntityQuery<PiratesRuleComponent>().FirstOrDefault();
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if (pirateRule == null)
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