Traitor Deathmatch (#2719)
* Traitor Deathmatch: Add the preset [Rebase onto factors line] * Traitor Deathmatch: Being a human head or other not-quite-fully-animate object counts as dead. [ROFL] * Traitor Deathmatch: Add redemption machine (but it doesn't work) [ROFL] * Traitor Deathmatch: Map in redemption machines [ROFL] * Traitor Deathmatch: Make the rounds end properly [ROFL] * Traitor Deathmatch: PDA redemption works [ROFL] * Traitor Deathmatch: New redemption machine sprite ( @Tomeno ) * Traitor Deathmatch: Get rid of redundant using * Traitor Deathmatch: Change scoring, prevent redeeming your own PDA, fix bug where PDAs are not tagged with their owner names * Traitor Deathmatch: Better messages, change cvar name, don't count ghosts for spawnpoint selection
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@@ -491,6 +491,8 @@ namespace Content.Server.GameTicking
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"deathmatch" => typeof(PresetDeathMatch),
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"suspicion" => typeof(PresetSuspicion),
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"traitor" => typeof(PresetTraitor),
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"traitordm" => typeof(PresetTraitorDeathMatch),
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"traitordeathmatch" => typeof(PresetTraitorDeathMatch),
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_ => default
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};
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