Refactor GameMapManager a bit (nukes mapforced) (#11513)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Closes https://github.com/space-wizards/space-station-14/issues/7192 Closes https://github.com/space-wizards/space-station-14/issues/6537 Closes https://github.com/space-wizards/space-station-14/issues/9579
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@@ -188,7 +188,7 @@ namespace Content.Shared.CCVar
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/// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps.
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/// </summary>
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public static readonly CVarDef<string>
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GameMap = CVarDef.Create("game.map", "Saltern", CVar.SERVERONLY);
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GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY);
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/// <summary>
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/// Prototype to use for map pool.
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@@ -196,12 +196,6 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<string>
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GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY);
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/// <summary>
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/// Controls if the game should obey map criteria or not. Overriden if a map vote or similar occurs.
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/// </summary>
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public static readonly CVarDef<bool>
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GameMapForced = CVarDef.Create("game.mapforced", false, CVar.SERVERONLY);
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/// <summary>
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/// The depth of the queue used to calculate which map is next in rotation.
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/// This is how long the game "remembers" that some map was put in play. Default is 16 rounds.
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