Fix NukeOps rule not checking for enabled before adding text to the roundend screen. (#8291)
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@@ -49,7 +49,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnNukeExploded(NukeExplodedEvent ev)
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private void OnNukeExploded(NukeExplodedEvent ev)
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{
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{
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if (!Enabled) return;
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if (!Enabled)
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return;
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_opsWon = true;
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_opsWon = true;
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_roundEndSystem.EndRound();
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_roundEndSystem.EndRound();
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@@ -57,6 +58,9 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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{
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{
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if (!Enabled)
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return;
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ev.AddLine(_opsWon ? Loc.GetString("nukeops-ops-won") : Loc.GetString("nukeops-crew-won"));
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ev.AddLine(_opsWon ? Loc.GetString("nukeops-ops-won") : Loc.GetString("nukeops-crew-won"));
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ev.AddLine(Loc.GetString("nukeops-list-start"));
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ev.AddLine(Loc.GetString("nukeops-list-start"));
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foreach (var nukeop in _aliveNukeops)
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foreach (var nukeop in _aliveNukeops)
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@@ -67,6 +71,9 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnMobStateChanged(MobStateChangedEvent ev)
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private void OnMobStateChanged(MobStateChangedEvent ev)
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{
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{
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if (!Enabled)
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return;
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if (!_aliveNukeops.TryFirstOrNull(x => x.Key.OwnedEntity == ev.Entity, out var op)) return;
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if (!_aliveNukeops.TryFirstOrNull(x => x.Key.OwnedEntity == ev.Entity, out var op)) return;
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_aliveNukeops[op.Value.Key] = op.Value.Key.CharacterDeadIC;
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_aliveNukeops[op.Value.Key] = op.Value.Key.CharacterDeadIC;
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@@ -79,7 +86,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
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private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
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{
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{
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if (!Enabled) return;
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if (!Enabled)
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return;
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_aliveNukeops.Clear();
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_aliveNukeops.Clear();
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@@ -197,7 +205,10 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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}
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}
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public override void Started(){ _opsWon = false; }
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public override void Started()
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{
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_opsWon = false;
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}
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public override void Ended(){ }
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public override void Ended() { }
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}
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}
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