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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@@ -487,6 +487,13 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<int> PiratesPlayersPerOp =
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CVarDef.Create("pirates.players_per_pirate", 5);
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/*
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* Nukeops
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*/
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public static readonly CVarDef<bool> NukeopsSpawnGhostRoles =
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CVarDef.Create("nukeops.spawn_ghost_roles", false);
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/*
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* Tips
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*/
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