Баффы (#510)
* Moodsystem cleanups * remove overhydrated and overfed mood debuffs * admins now join game deadmined + new player timers * faster arrivals * recharging rcd with metal, glass, plastic or cable coils * better timings and costs + building apc and camera * preparing for rpd * RPD + make RCD more generic * add rpd to atmos lockers, rcd to engivend * rcd and rpd to technologies * dont deadmin me in debug * rcd ammo buff * add ChargeCountModifier logic for non stackable items * increase time to become experienced player * Dynamic Radial Menus (#29678) * fix * Clean Some Code * Some Commentaries * Update Content.Client/UserInterface/Controls/RadialContainer.cs * Update Content.Client/UserInterface/Controls/RadialContainer.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * more dynamically parameters --------- Co-authored-by: Rinary <72972221+Rinary1@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -217,7 +217,6 @@ namespace Content.Server.GameTicking
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var readyPlayers = new List<ICommonSession>();
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var readyPlayerProfiles = new Dictionary<NetUserId, HumanoidCharacterProfile>();
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var autoDeAdmin = _cfg.GetCVar(CCVars.AdminDeadminOnJoin);
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var stalinBunkerEnabled = _configurationManager.GetCVar(WhiteCVars.StalinEnabled);
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foreach (var (userId, status) in _playerGameStatuses)
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@@ -225,11 +224,17 @@ namespace Content.Server.GameTicking
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if (LobbyEnabled && status != PlayerGameStatus.ReadyToPlay) continue;
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if (!_playerManager.TryGetSessionById(userId, out var session)) continue;
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#if FULL_RELEASE // dont deadmin me in debug
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var autoDeAdmin = _cfg.GetCVar(CCVars.AdminDeadminOnJoin);
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if (autoDeAdmin && _adminManager.IsAdmin(session))
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{
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_adminManager.DeAdmin(session);
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}
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#endif
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if (stalinBunkerEnabled)
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{
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await _stalinManager.RefreshUsersData();
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