Fix traitors not knowing who their friends are.
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@@ -24,7 +24,7 @@ namespace Content.Server.Mobs.Roles
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base.Greet();
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var chat = IoCManager.Resolve<IChatManager>();
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chat.DispatchServerMessage(Mind.Session, $"You're a {Name}!");
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chat.DispatchServerMessage(Mind.Session, $"You're an {Name}!");
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chat.DispatchServerMessage(Mind.Session, $"Objective: {Objective}");
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}
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}
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@@ -1,5 +1,8 @@
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using Content.Server.GameObjects.Components.Suspicion;
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using Content.Server.Interfaces.Chat;
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using Content.Shared.Roles;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Mobs.Roles
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@@ -26,6 +29,19 @@ namespace Content.Server.Mobs.Roles
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var chat = IoCManager.Resolve<IChatManager>();
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chat.DispatchServerMessage(Mind.Session, $"You're a {Name}!");
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chat.DispatchServerMessage(Mind.Session, $"Objective: {Objective}");
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var traitors = "";
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foreach (var sus in IoCManager.Resolve<IComponentManager>().EntityQuery<SuspicionRoleComponent>())
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{
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if (!sus.IsTraitor()) continue;
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if (traitors.Length > 0)
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traitors += $", {sus.Owner.Name}";
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else
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traitors += sus.Owner.Name;
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}
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chat.DispatchServerMessage(Mind.Session, $"The traitors are: {traitors}");
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}
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}
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}
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