Limit events by round time
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@ -66,10 +66,7 @@ public sealed class EventManagerSystem : EntitySystem
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/// </remarks>
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public EntProtoId? TryGenerateRandomEvent(EntityTableSelector limitedEventsTable, TimeSpan? eventRunTime = null)
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{
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var availableEvents = AvailableEvents(eventRunTime: eventRunTime); // handles the player counts and individual event restrictions.
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// Putting this here only makes any sense in the context of the toolshed commands in BasicStationEventScheduler. Kill me.
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if (!TryBuildLimitedEvents(limitedEventsTable, out var limitedEvents))
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if (!TryBuildLimitedEvents(limitedEventsTable, out var limitedEvents, currentTime: eventRunTime))
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{
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Log.Warning("Provided event table could not build dict!");
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return null;
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