diff --git a/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs b/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs index eaaf5246d8..7862cf051e 100644 --- a/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs @@ -22,6 +22,7 @@ using Robust.Shared.Map; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Utility; +using Content.Server.Traitor; namespace Content.Server.GameTicking.Rules; @@ -242,20 +243,24 @@ public sealed class NukeopsRuleSystem : GameRuleSystem for (var i = 0; i < operatives.Count; i++) { string name; + string role; StartingGearPrototype gear; switch (i) { case 0: name = $"Commander " + _random.PickAndTake(syndicateNamesElite); + role = NukeopsCommanderPrototypeId; gear = commanderGear; break; case 1: name = $"Agent " + _random.PickAndTake(syndicateNamesNormal); + role = NukeopsPrototypeId; gear = medicGear; break; default: name = $"Operator " + _random.PickAndTake(syndicateNamesNormal); + role = NukeopsPrototypeId; gear = starterGear; break; } @@ -266,6 +271,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem CharacterName = name }; newMind.ChangeOwningPlayer(session.UserId); + newMind.AddRole(new TraitorRole(newMind, _prototypeManager.Index(role))); var mob = EntityManager.SpawnEntity("MobHuman", _random.Pick(spawns)); EntityManager.GetComponent(mob).EntityName = name;