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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@@ -1,4 +1,5 @@
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using Content.Server.Shuttles.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Server.Shuttles.Components;
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@@ -9,5 +10,12 @@ namespace Content.Server.Shuttles.Components;
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[RegisterComponent, Access(typeof(ShuttleSystem))]
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public sealed partial class GridFillComponent : Component
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{
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[DataField("path")] public ResPath Path = new("/Maps/Shuttles/escape_pod_small.yml");
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[DataField]
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public ResPath Path = new("/Maps/Shuttles/escape_pod_small.yml");
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/// <summary>
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/// Components to be added to any spawned grids.
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/// </summary>
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[DataField]
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public ComponentRegistry AddComponents = new();
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}
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