* make paradox clone receive the original's objectives * remove redundant indexing * Minor comment change * fix ninja objectives --------- Co-authored-by: beck-thompson <beck314159@hotmail.com>
44 lines
1.1 KiB
C#
44 lines
1.1 KiB
C#
using Content.Shared.Cloning;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// Gamerule component for spawning a paradox clone antagonist.
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/// </summary>
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[RegisterComponent]
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public sealed partial class ParadoxCloneRuleComponent : Component
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{
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/// <summary>
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/// Cloning settings to be used.
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/// </summary>
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[DataField]
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public ProtoId<CloningSettingsPrototype> Settings = "BaseClone";
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/// <summary>
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/// Visual effect spawned when gibbing at round end.
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/// </summary>
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[DataField]
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public EntProtoId GibProto = "MobParadoxTimed";
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/// <summary>
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/// Mind entity of the original player.
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/// Gets assigned when cloning.
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/// </summary>
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[DataField]
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public EntityUid? Original;
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/// <summary>
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/// Whitelist for Objectives to be copied to the clone.
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/// </summary>
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[DataField]
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public EntityWhitelist? ObjectiveWhitelist;
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/// <summary>
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/// Blacklist for Objectives to be copied to the clone.
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/// </summary>
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[DataField]
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public EntityWhitelist? ObjectiveBlacklist;
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}
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