Added number of cuffed hands check
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d7b051bd14
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@ -528,9 +528,9 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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}
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var operativesAlive = operatives
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.Any(op => op.Comp2.CurrentState == MobState.Alive
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&& op.Comp1.Running
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&& !TryComp<CuffableComponent>(op, out _)); // in the case the crew keeps one alive
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.Any(op => op.Comp1.Running
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&& op.Comp2.CurrentState == MobState.Alive
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&& TryComp<CuffableComponent>(op, out var cuffable) && cuffable.CuffedHandCount == 0); // in the case the crew keeps one alive
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// END DeltaV
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if (operativesAlive)
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@ -33,7 +33,7 @@ public sealed partial class GameTicker
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public bool ConvertRoundToSurvival()
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{
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// Ramping scheduler is already added. Do nothing.
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if (IsGameRuleActive(RampingSchedulerProto))
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if (IsGameRuleAdded(RampingSchedulerProto))
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{
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_chatManager.SendAdminAlert("RampingStationEventScheduler detected. No rules added.");
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return true;
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@ -441,7 +441,7 @@
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min: 600
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max: 900
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- type: ZombieRule
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isRoundStartZombies: true # DeltaV - concert to survival if they all die
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isRoundStartZombies: true # DeltaV - convert to survival if they all die
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- type: DelayedRule # DeltaV: Grace period of 5 minutes before you can turn, to avoid a random passenger ruining your plan
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delay: 300
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delayedComponents:
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