make nukies actual antags (#9844)
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@@ -22,6 +22,7 @@ using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Content.Server.Traitor;
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namespace Content.Server.GameTicking.Rules;
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@@ -242,20 +243,24 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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for (var i = 0; i < operatives.Count; i++)
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{
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string name;
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string role;
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StartingGearPrototype gear;
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switch (i)
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{
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case 0:
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name = $"Commander " + _random.PickAndTake<string>(syndicateNamesElite);
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role = NukeopsCommanderPrototypeId;
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gear = commanderGear;
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break;
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case 1:
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name = $"Agent " + _random.PickAndTake<string>(syndicateNamesNormal);
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role = NukeopsPrototypeId;
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gear = medicGear;
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break;
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default:
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name = $"Operator " + _random.PickAndTake<string>(syndicateNamesNormal);
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role = NukeopsPrototypeId;
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gear = starterGear;
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break;
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}
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@@ -266,6 +271,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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CharacterName = name
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};
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newMind.ChangeOwningPlayer(session.UserId);
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newMind.AddRole(new TraitorRole(newMind, _prototypeManager.Index<AntagPrototype>(role)));
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var mob = EntityManager.SpawnEntity("MobHuman", _random.Pick(spawns));
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EntityManager.GetComponent<MetaDataComponent>(mob).EntityName = name;
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