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* no longer calls evac if evac is called or if the round is over * can't recall shuttle * some commentary * can recall next round * cancel evac recalling * add this back * only call once * admins can recall anyway now * 1 bool is better than 2 i guess * some cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(XenoborgsRuleSystem))]
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[AutoGenerateComponentPause]
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public sealed partial class XenoborgsRuleComponent : Component
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{
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/// <summary>
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/// When the round will next check for round end.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan? NextRoundEndCheck;
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/// <summary>
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/// The amount of time between each check for the end of the round.
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/// </summary>
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[DataField]
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public TimeSpan EndCheckDelay = TimeSpan.FromSeconds(15);
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/// <summary>
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/// After this amount of the crew become xenoborgs, the shuttle will be automatically called.
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/// </summary>
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[DataField]
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public float XenoborgShuttleCallPercentage = 0.7f;
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/// <summary>
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/// The most xenoborgs that existed at one point.
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/// </summary>
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[DataField]
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public int MaxNumberXenoborgs = 0;
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/// <summary>
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/// If the announcment of the death of the mothership core was sent
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/// </summary>
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[DataField]
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public bool MothershipCoreDeathAnnouncmentSent = false;
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/// <summary>
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/// If the emergency shuttle trigged by <see cref="XenoborgShuttleCallPercentage"> was already called.
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/// Will only call once. if a admin recalls it. it won't call again unless this is set to false by a admin
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/// </summary>
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[DataField]
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public bool XenoborgShuttleCalled = false;
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}
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