- tweak: No meaty ores during nukie war. (#276)
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@@ -12,6 +12,8 @@ using Content.Server.Popups;
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using Content.Server.Store.Components;
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using Content.Server.Store.Components;
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using Content.Server.Store.Systems;
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using Content.Server.Store.Systems;
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using Content.Server._White.Sponsors;
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using Content.Server._White.Sponsors;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.FixedPoint;
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using Content.Shared.FixedPoint;
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using Content.Shared.GameTicking;
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using Content.Shared.GameTicking;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid;
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@@ -49,9 +51,9 @@ public sealed class MeatyOreStoreSystem : EntitySystem
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[Dependency] private readonly SponsorsManager _sponsorsManager = default!;
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[Dependency] private readonly SponsorsManager _sponsorsManager = default!;
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[Dependency] private readonly PvsOverrideSystem _pvsOverrideSystem = default!;
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[Dependency] private readonly PvsOverrideSystem _pvsOverrideSystem = default!;
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[Dependency] private readonly RoleSystem _roleSystem = default!;
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[Dependency] private readonly RoleSystem _roleSystem = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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private HttpClient _httpClient = default!;
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private HttpClient _httpClient = default!;
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@@ -221,7 +223,11 @@ public sealed class MeatyOreStoreSystem : EntitySystem
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return;
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return;
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var fake = _roleSystem.MindIsAntagonist(targetMind.Mind.Value) || !_jobSystem.CanBeAntag(mindComponent.Session);
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var fake = _roleSystem.MindIsAntagonist(targetMind.Mind.Value)
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|| !_jobSystem.CanBeAntag(mindComponent.Session)
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// If nukeops declared war
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|| _gameTicker.GetActiveGameRules().Any(x =>
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TryComp(x, out NukeopsRuleComponent? nukeops) && nukeops.WarDeclaredTime != null);
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var ckey = userActorComponent.PlayerSession.Name;
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var ckey = userActorComponent.PlayerSession.Name;
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var grant = user == target;
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var grant = user == target;
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