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This cherry-pick's Wizden's Antag Refactor, which is needed for all future antag updates, as well as for me to cherry-pick over Cultists(Who are going to need some editing to fit the antag refactor), Changelings, Heretics, and Wizards. I actually selected the White-Dream-Public version of the Antag Refactor, due to it having commits made tailored to our repository, so it comes prepackaged with all the changes necessary for our repo-specific content. https://github.com/frosty-dev/ss14-wwdp/pull/10 Signed-off-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com> Co-authored-by: ThereDrD <88589686+ThereDrD0@users.noreply.github.com> Co-authored-by: Jeff <velcroboy333@hotmail.com> Co-authored-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com> Co-authored-by: Timemaster99 <elijahrobot@gmail.com> Co-authored-by: luckywill339@gmail.com <luckywill339@gmail.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: Azzy <azzydev@icloud.com>
36 lines
1.2 KiB
C#
36 lines
1.2 KiB
C#
using Content.Server.GameTicking.Components;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Psionics.Glimmer;
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using Content.Shared.Psionics.Glimmer;
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namespace Content.Server.StationEvents.Events
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{
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public sealed class GlimmerEventSystem : StationEventSystem<GlimmerEventComponent>
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{
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[Dependency] private readonly GlimmerSystem _glimmerSystem = default!;
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protected override void Ended(EntityUid uid, GlimmerEventComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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{
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base.Ended(uid, component, gameRule, args);
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var glimmerBurned = RobustRandom.Next(component.GlimmerBurnLower, component.GlimmerBurnUpper);
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_glimmerSystem.Glimmer -= glimmerBurned;
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var reportEv = new GlimmerEventEndedEvent(component.SophicReport, glimmerBurned);
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RaiseLocalEvent(reportEv);
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}
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}
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public sealed class GlimmerEventEndedEvent : EntityEventArgs
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{
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public string Message = "";
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public int GlimmerBurned = 0;
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public GlimmerEventEndedEvent(string message, int glimmerBurned)
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{
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Message = message;
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GlimmerBurned = glimmerBurned;
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}
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}
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}
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