[fix] lone ops fix (#15478)
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@ -595,8 +595,11 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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var mind = mindComponent.Mind;
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if (_operativeMindPendingData.TryGetValue(uid, out var role))
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if (_operativeMindPendingData.TryGetValue(uid, out var role) || !_nukeopsRuleConfig.SpawnOutpost || !_nukeopsRuleConfig.EndsRound)
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{
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if (role == null)
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role = _nukeopsRuleConfig.OperativeRoleProto;
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mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(role)));
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_operativeMindPendingData.Remove(uid);
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}
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@ -15,7 +15,7 @@ public sealed class LoneOpsSpawn : StationEventSystem
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly NukeopsRuleSystem _nukeopsRuleSystem = default!;
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public override string Prototype => "LoneOps";
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public override string Prototype => "LoneOpsSpawn";
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public const string LoneOpsShuttlePath = "Maps/Shuttles/striker.yml";
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public const string GameRuleProto = "Nukeops";
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File diff suppressed because it is too large
Load Diff
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@ -246,12 +246,12 @@
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endAfter: 1
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- type: gameRule
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id: LoneOps
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id: LoneOpsSpawn
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config:
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!type:StationEventRuleConfiguration
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id: LoneOps
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id: LoneOpsSpawn
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earliestStart: 55
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weight: 5
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minimumPlayers: 20
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minimumPlayers: 10
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reoccurrenceDelay: 25
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endAfter: 1
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