* #1607 partial progress * #1607 partial progress * #1607 almost done * #1607 PR suggestions * #1607 PR suggestions * #1607 PR suggestions * #1607 PR tweak * #1607 PR tweak * #1607 removed unused namespaces * #1607 PR tweak * Fix jank Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Atmos;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules;
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@@ -11,7 +12,6 @@ using Content.Server.Players;
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using Content.Server.Spawners.Components;
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using Content.Server.Traitor;
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using Content.Server.TraitorDeathMatch.Components;
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using Content.Shared;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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@@ -158,7 +158,7 @@ namespace Content.Server.GameTicking.Presets
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// On failure, the returned target is the location that we're already at.
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var bestTargetDistanceFromNearest = -1.0f;
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// Need the random shuffle or it stuffs the first person into Atmospherics pretty reliably
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var ents = new List<IEntity>(_entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent))));
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var ents = _entityManager.ComponentManager.EntityQuery<SpawnPointComponent>().Select(x => x.Owner).ToList();
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_robustRandom.Shuffle(ents);
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var foundATarget = false;
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bestTarget = EntityCoordinates.Invalid;
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@@ -215,9 +215,8 @@ namespace Content.Server.GameTicking.Presets
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{
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var lines = new List<string>();
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lines.Add("traitor-death-match-end-round-description-first-line");
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foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(PDAComponent))))
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foreach (var pda in _entityManager.ComponentManager.EntityQuery<PDAComponent>())
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{
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var pda = entity.GetComponent<PDAComponent>();
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var uplink = pda.SyndicateUplinkAccount;
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if (uplink != null && _allOriginalNames.ContainsKey(uplink))
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{
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