* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
using Content.Shared.Roles;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// Component for the RevolutionaryRuleSystem that stores info about winning/losing, player counts required for starting, as well as prototypes for Revolutionaries and their gear.
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/// </summary>
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[RegisterComponent, Access(typeof(RevolutionaryRuleSystem))]
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public sealed partial class RevolutionaryRuleComponent : Component
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{
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/// <summary>
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/// When the round will if all the command are dead (Incase they are in space)
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan CommandCheck;
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/// <summary>
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/// The amount of time between each check for command check.
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/// </summary>
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[DataField]
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public TimeSpan TimerWait = TimeSpan.FromSeconds(20);
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/// <summary>
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/// The time it takes after the last head is killed for the shuttle to arrive.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan ShuttleCallTime = TimeSpan.FromMinutes(5);
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}
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