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* setup codebase * Add first shuttle * tak * sync striker * sync 2 * pipipi * Preloaded roundstart shuttles! * Make it abstract "PreloaderGrid" not "PreloaderShuttle" * to do * added china cuisin shuttle * fixes * add disaster evacpod * remove enemy * final shuttles * weight 5 -> 10 * move data to component * remove autotrailer touching * doc, respath * fix frozen positioning * fixes + cvar * finally * fix evacpod * remove blacklistrules * remove `UnknownShuttleSpawnRule`, refactor `LoadMapRule` to support preloaded grids * use tryload * cleanup * fixes * use preloadedgrid for loneops * weight unknown shuttles differently (preliminal) * leftover * cleanup and raffling * partial review * singleton gridpreloader no station coupling * fix grid atmoses * `roleLoadout` support for `LoadoutComponent`, fix missing gear * weighting changes * init logic fix --------- Co-authored-by: Kara <lunarautomaton6@gmail.com>
35 lines
809 B
C#
35 lines
809 B
C#
using Content.Server.Maps;
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using Content.Shared.GridPreloader.Prototypes;
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using Content.Shared.Storage;
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using Content.Shared.Whitelist;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// This is used for a game rule that loads a map when activated.
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/// </summary>
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[RegisterComponent]
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public sealed partial class LoadMapRuleComponent : Component
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{
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[DataField]
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public MapId? Map;
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[DataField]
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public ProtoId<GameMapPrototype>? GameMap;
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[DataField]
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public ResPath? MapPath;
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[DataField]
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public ProtoId<PreloadedGridPrototype>? PreloadedGrid;
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[DataField]
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public List<EntityUid> MapGrids = new();
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[DataField]
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public EntityWhitelist? SpawnerWhitelist;
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}
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