starting TC penalties for powerful roles (#11111)
* starting TC based on role * actually just remove all the job changes * reviews * moment
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@@ -184,6 +184,9 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
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var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
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if (mind.CurrentJob != null)
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startingBalance = Math.Max(startingBalance - mind.CurrentJob.Prototype.AntagAdvantage, 0);
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if (!_uplink.AddUplink(mind.OwnedEntity!.Value, startingBalance))
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if (!_uplink.AddUplink(mind.OwnedEntity!.Value, startingBalance))
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return false;
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return false;
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@@ -53,6 +53,13 @@ namespace Content.Shared.Roles
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[DataField("weight")]
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[DataField("weight")]
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public int Weight { get; private set; }
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public int Weight { get; private set; }
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/// <summary>
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/// A numerical score for how much easier this job is for antagonists.
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/// For traitors, reduces starting TC by this amount. Other gamemodes can use it for whatever they find fitting.
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/// </summary>
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[DataField("antagAdvantage")]
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public int AntagAdvantage = 0;
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[DataField("startingGear", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
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[DataField("startingGear", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
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public string? StartingGear { get; private set; }
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public string? StartingGear { get; private set; }
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