* 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>
20 lines
668 B
C#
20 lines
668 B
C#
using Content.Shared.Roles;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
|
|
|
namespace Content.Server.GameTicking.Rules.Components;
|
|
|
|
/// <summary>
|
|
/// This is used for tagging a spawn point as a nuke operative spawn point
|
|
/// and providing loadout + name for the operative on spawn.
|
|
/// TODO: Remove once systems can request spawns from the ghost role system directly.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public sealed partial class NukeOperativeSpawnerComponent : Component
|
|
{
|
|
[DataField("name", required:true)]
|
|
public string OperativeName = default!;
|
|
|
|
[DataField]
|
|
public NukeopSpawnPreset SpawnDetails = default!;
|
|
}
|