Extended access system (#8469)
* Extended access system Allows jobs to specify "extended" access levels, which will be granted if the round-start crew count is below a certain threshold. * Extended accesses for jobs * Spook
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@@ -31,14 +31,22 @@ public sealed class SpawnPointSystem : EntitySystem
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if (_gameTicker.RunLevel == GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.LateJoin)
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{
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(xform.Coordinates, args.Job,
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args.HumanoidCharacterProfile);
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(
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xform.Coordinates,
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args.Job,
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args.HumanoidCharacterProfile,
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args.Station);
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return;
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}
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else if (_gameTicker.RunLevel != GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.Job && (args.Job == null || spawnPoint.Job?.ID == args.Job.Prototype.ID))
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{
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(xform.Coordinates, args.Job,
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args.HumanoidCharacterProfile);
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(
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xform.Coordinates,
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args.Job,
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args.HumanoidCharacterProfile,
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args.Station);
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return;
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}
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}
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@@ -48,7 +56,12 @@ public sealed class SpawnPointSystem : EntitySystem
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foreach (var spawnPoint in points)
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{
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var xform = Transform(spawnPoint.Owner);
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(xform.Coordinates, args.Job, args.HumanoidCharacterProfile);
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(
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xform.Coordinates,
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args.Job,
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args.HumanoidCharacterProfile,
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args.Station);
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return;
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}
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