* Refactoring of antagonist roles and notifications about antagonist role assignment.
Refactoring of traitor assignment methods and bug fixing.
* Announcement files moved, code is adjusted to new revision
* Play to entity changed to play to global cause of mono audio restrictions.
* Path to audio files changed to sound specifiers, unique alerts for each role.
* Uncommited changes
* New alert sounds for each antag role.
* PR review fixes
* Antagonist role assignment sound notifications moved to Systems, sounds moved to Components.
* License update
* Fixed naming and redundant parameters
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Co-authored-by: Титов Вячеслав Витальевич <rincew1nd@yandex.ru>
* add ability to prevent ghosting to MindComponent.cs
* make minds preserve properties in certain transfer scenarios
* Revert "make minds preserve properties in certain transfer scenarios"
This reverts commit 333cae0db0faf4ef81767b93332271d944c90a0e.
* move PreventGhosting to the actual mind
There's still some oddity around MobObserver / AdminObserver where if you move after suicide then aghost you return to your original body, but at least you won't spawn a billion AdminObservers anymore or crash if you controlmob one.
* Check if the ghost spawn position is in inventory/default/null-space
* attach to grid instead of default spawn point
* Simply attach to grid first before entity is deleted
* Adds seven new smites, moves the explosion smite to the verb category.
* adds even more smites.
* Even more smites, some messages for specific smites.
* Adds even more smites.
* Removes some junk, adds a smite that angers the pointing arrows.
* get rid of dumb component.
* Remove mistake from verb menu presentation.
* How did that happen?
* whoops
* c
* e
* fuck
* Loading...
* removes the BoM go away
* adds the funny kill sign. Fixes ghost smite.
* Move systems around.
* Adjust organ vomit.
* Adds a smite that turns people into an instrument, and one that removes their gravity.
* oops
* typo
Co-authored-by: Veritius <veritiusgaming@gmail.com>
I have a feeling this might be the cause of the round restart bugs, so make sure the round hasn't ended in the spawned timer code and log every ghost spawned by this.