Refactoring of roles and notifications about antagonist assignment (#16864)
* Refactoring of antagonist roles and notifications about antagonist role assignment. Refactoring of traitor assignment methods and bug fixing. * Announcement files moved, code is adjusted to new revision * Play to entity changed to play to global cause of mono audio restrictions. * Path to audio files changed to sound specifiers, unique alerts for each role. * Uncommited changes * New alert sounds for each antag role. * PR review fixes * Antagonist role assignment sound notifications moved to Systems, sounds moved to Components. * License update * Fixed naming and redundant parameters --------- Co-authored-by: Титов Вячеслав Витальевич <rincew1nd@yandex.ru>
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@@ -7,6 +7,7 @@ using Content.Server.Mind.Components;
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using Content.Server.Players;
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using Content.Server.Popups;
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using Content.Server.Preferences.Managers;
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using Content.Server.Roles;
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using Content.Server.RoundEnd;
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using Content.Server.Traitor;
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using Content.Server.Zombies;
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@@ -284,7 +285,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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DebugTools.AssertNotNull(mind.OwnedEntity);
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mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(component.PatientZeroPrototypeID)));
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mind.AddRole(new ZombieRole(mind, _prototypeManager.Index<AntagPrototype>(component.PatientZeroPrototypeID)));
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var inCharacterName = string.Empty;
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// Create some variation between the times of each zombie, relative to the time of the group as a whole.
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