* 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>
47 lines
1007 B
C#
47 lines
1007 B
C#
using Robust.Shared.Serialization;
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namespace Content.Shared.NukeOps;
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[Serializable, NetSerializable]
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public enum WarDeclaratorUiKey
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{
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Key,
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}
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public enum WarConditionStatus : byte
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{
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WarReady,
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YesWar,
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NoWarUnknown,
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NoWarTimeout,
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NoWarSmallCrew,
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NoWarShuttleDeparted
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}
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[Serializable, NetSerializable]
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public sealed class WarDeclaratorBoundUserInterfaceState : BoundUserInterfaceState
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{
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public WarConditionStatus? Status;
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public TimeSpan ShuttleDisabledTime;
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public TimeSpan EndTime;
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public WarDeclaratorBoundUserInterfaceState(WarConditionStatus? status, TimeSpan endTime, TimeSpan shuttleDisabledTime)
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{
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Status = status;
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EndTime = endTime;
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ShuttleDisabledTime = shuttleDisabledTime;
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}
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}
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[Serializable, NetSerializable]
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public sealed class WarDeclaratorActivateMessage : BoundUserInterfaceMessage
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{
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public string Message { get; }
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public WarDeclaratorActivateMessage(string msg)
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{
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Message = msg;
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}
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}
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