Replace ValidatePrototypeId uses with ProtoId or EntProtoId (#38814)
* The easy ones * For certain values of easy * Easy test * Hair * Fix sandbox violations * Sort usings
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@@ -25,6 +25,7 @@ using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using System.Linq;
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using Content.Shared.Store.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Rules;
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@@ -38,11 +39,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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[Dependency] private readonly StoreSystem _store = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[ValidatePrototypeId<CurrencyPrototype>]
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private const string TelecrystalCurrencyPrototype = "Telecrystal";
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[ValidatePrototypeId<TagPrototype>]
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private const string NukeOpsUplinkTagPrototype = "NukeOpsUplink";
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private static readonly ProtoId<CurrencyPrototype> TelecrystalCurrencyPrototype = "Telecrystal";
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private static readonly ProtoId<TagPrototype> NukeOpsUplinkTagPrototype = "NukeOpsUplink";
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public override void Initialize()
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@@ -485,7 +483,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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SetWinType(ent, WinType.CrewMajor, false);
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if (nukeops.RoundEndBehavior == RoundEndBehavior.Nothing) // It's still worth checking if operatives have all died, even if the round-end behaviour is nothing.
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if (nukeops.RoundEndBehavior == RoundEndBehavior.Nothing) // It's still worth checking if operatives have all died, even if the round-end behaviour is nothing.
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return; // Shouldn't actually try to end the round in the case of nothing though.
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_roundEndSystem.DoRoundEndBehavior(nukeops.RoundEndBehavior,
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