Wire hacking is now fancy.

1. new UI
2. wires are correctly randomized.
3. wires layouts
are shared across machines in the same round.
This commit is contained in:
Pieter-Jan Briers
2020-05-27 15:09:22 +02:00
parent 4e1303caa3
commit 195c16d800
40 changed files with 1855 additions and 135 deletions

View File

@@ -7,6 +7,7 @@ using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Markers;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Observer;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameTicking.GamePresets;
using Content.Server.Interfaces;
using Content.Server.Interfaces.Chat;
@@ -26,6 +27,7 @@ using Robust.Server.ServerStatus;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
@@ -469,6 +471,8 @@ namespace Content.Server.GameTicking
_spawnedPositions.Clear();
_manifest.Clear();
EntitySystem.Get<WireHackingSystem>().ResetLayouts();
}
private void _preRoundSetup()