Antag menu (#9900)
* Refactor traitor generation code. * RandomTraitorAlive no longer crashes when 1 traitor. Also cleaner/faster * Add Antag menu for admins, add Traitor to the list. * Add zombie to admin-antag menu * Pirates, lone op, make traitor consistent with the rest. * Add name strings * cleaned usings. * Cleanup. Co-authored-by: drakewill <drake@drakewill-crl> Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
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@@ -189,7 +189,7 @@ public sealed class PiratesRuleSystem : GameRuleSystem
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if (spawns.Count == 0)
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{
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spawns.Add(Transform(_pirateShip).Coordinates);
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Logger.WarningS("pirates", $"Fell back to default spawn for nukies!");
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Logger.WarningS("pirates", $"Fell back to default spawn for pirates!");
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}
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for (var i = 0; i < ops.Length; i++)
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@@ -223,6 +223,14 @@ public sealed class PiratesRuleSystem : GameRuleSystem
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}); // Include the players in the appraisal.
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}
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//Forcing one player to be a pirate.
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public void MakePirate(Mind.Mind mind)
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{
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if (!mind.OwnedEntity.HasValue)
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return;
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_stationSpawningSystem.EquipStartingGear(mind.OwnedEntity.Value, _prototypeManager.Index<StartingGearPrototype>("PirateGear"), null);
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}
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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if (!RuleAdded)
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