2023-10-04 21:47:33 -04:00
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using Content.Shared.Roles;
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namespace Content.Server.Roles;
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/// <summary>
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/// Added to mind entities to tag that they are a Revolutionary.
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/// </summary>
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
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Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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[RegisterComponent, ExclusiveAntagonist]
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2023-10-04 21:47:33 -04:00
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public sealed partial class RevolutionaryRoleComponent : AntagonistRoleComponent
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{
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2023-11-27 21:43:48 +00:00
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/// <summary>
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/// For headrevs, how many people you have converted.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public uint ConvertedCount = 0;
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2023-10-04 21:47:33 -04:00
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}
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