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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@@ -102,6 +102,13 @@ namespace Content.Shared
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public static readonly CVarDef<int> TraitorMaxPicks =
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CVarDef.Create("traitor.max_picks", 20);
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/*
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* TraitorDeathMatch
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*/
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public static readonly CVarDef<int> TraitorDeathMatchStartingBalance =
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CVarDef.Create("traitordm.starting_balance", 20);
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/*
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* Console
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*/
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