* Traitor Deathmatch: Add the preset [Rebase onto factors line] * Traitor Deathmatch: Being a human head or other not-quite-fully-animate object counts as dead. [ROFL] * Traitor Deathmatch: Add redemption machine (but it doesn't work) [ROFL] * Traitor Deathmatch: Map in redemption machines [ROFL] * Traitor Deathmatch: Make the rounds end properly [ROFL] * Traitor Deathmatch: PDA redemption works [ROFL] * Traitor Deathmatch: New redemption machine sprite ( @Tomeno ) * Traitor Deathmatch: Get rid of redundant using * Traitor Deathmatch: Change scoring, prevent redeeming your own PDA, fix bug where PDAs are not tagged with their owner names * Traitor Deathmatch: Better messages, change cvar name, don't count ghosts for spawnpoint selection
18 lines
537 B
C#
18 lines
537 B
C#
using Content.Server.Interfaces.Chat;
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using Content.Server.Mobs.Roles.Traitor;
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using Content.Server.Players;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.GameTicking.GameRules
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{
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public class RuleTraitorDeathMatch : GameRule
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{
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// This class only exists so that the game rule is available for the conditional spawner.
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}
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}
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