Admin playerlist antag presentation rework (#35538)
* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player * fix(src): Add configure classic admin owerlay * fix * antag status indication rework * the cvars are free, you can just take them * update playerlist on cvar change * more overlay options * tweak(src): Use _antagLabelClassic and tweak style * tweak(src): Add config display overlay for startingJob and playTime * tweak(src): Vector2 is replaced by var * tweak(src): return to the end of the list * add new option checkboxes * passing ConfigurationManager through constructor, some format changes * made sorting values more futureproof * comments * labels * no point commenting this out when the overlay stack PR will uncomment it again anyway * sorting prototype * localize symbols because why not * symmetry * Revert "localize symbols because why not" This reverts commit 922d4030300285a45777d62fcfd9c74b25fe7a60. * layout and formatting stuff * fix errant space --------- Co-authored-by: Schrödinger <132720404+Schrodinger71@users.noreply.github.com>
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@@ -211,20 +211,30 @@ public abstract class SharedRoleSystem : EntitySystem
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return true;
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}
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/// <summary>
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/// Return the most recently specified role type, or Neutral
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/// </summary>
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private ProtoId<RoleTypePrototype> GetRoleTypeByTime(MindComponent mind)
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{
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// If any Mind Roles specify a Role Type, return the most recent. Otherwise return Neutral
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var role = GetRoleCompByTime(mind);
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return role?.Comp?.RoleType ?? "Neutral";
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}
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var roles = new List<ProtoId<RoleTypePrototype>>();
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/// <summary>
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/// Return the most recently specified role type's mind role entity, or null
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/// </summary>
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public Entity<MindRoleComponent>? GetRoleCompByTime(MindComponent mind)
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{
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var roles = new List<Entity<MindRoleComponent>>();
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foreach (var role in mind.MindRoles)
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{
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var comp = Comp<MindRoleComponent>(role);
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if (comp.RoleType is not null)
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roles.Add(comp.RoleType.Value);
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roles.Add((role, comp));
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}
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ProtoId<RoleTypePrototype> result = (roles.Count > 0) ? roles.LastOrDefault() : "Neutral";
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Entity<MindRoleComponent>? result = roles.Count > 0 ? roles.LastOrDefault() : null;
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return (result);
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}
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