Wire hacking is now fancy.
1. new UI 2. wires are correctly randomized. 3. wires layouts are shared across machines in the same round.
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@@ -7,6 +7,7 @@ using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.Markers;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameTicking.GamePresets;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.Chat;
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@@ -26,6 +27,7 @@ using Robust.Server.ServerStatus;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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@@ -469,6 +471,8 @@ namespace Content.Server.GameTicking
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_spawnedPositions.Clear();
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_manifest.Clear();
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EntitySystem.Get<WireHackingSystem>().ResetLayouts();
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}
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private void _preRoundSetup()
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