Files
tbd-station-14/Content.Shared/Roles/MindIsAntagonistEvent.cs
Rainfey 4e6c59cfe5 Refactor antag rule code (#23445)
* 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>
2024-02-29 17:25:10 +11:00

11 lines
519 B
C#

namespace Content.Shared.Roles;
/// <summary>
/// Event raised on a mind entity id to get whether or not the player is considered an antagonist,
/// depending on their roles.
/// </summary>
/// <param name="IsAntagonist">Whether or not the player is an antagonist.</param>
/// <param name="IsExclusiveAntagonist">Whether or not AntagSelectionSystem should exclude this player from other antag roles</param
[ByRefEvent]
public record struct MindIsAntagonistEvent(bool IsAntagonist, bool IsExclusiveAntagonist);