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trying to fix the prelobby heisentest we use votes anyway! fuck it, we ball --------- Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> (cherry picked from commit d5d071a6d974a72357830821364dd906fa4d948d)
35 lines
1021 B
C#
35 lines
1021 B
C#
using Content.Server.GameTicking.Rules;
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using Content.Server.Maps;
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using Content.Shared.GridPreloader.Prototypes;
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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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/// Works with <see cref="RuleGridsComponent"/>.
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/// </summary>
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[RegisterComponent, Access(typeof(LoadMapRuleSystem))]
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public sealed partial class LoadMapRuleComponent : Component
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{
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/// <summary>
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/// A <see cref="GameMapPrototype"/> to load on a new map.
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/// </summary>
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[DataField]
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public ProtoId<GameMapPrototype>? GameMap;
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/// <summary>
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/// A map path to load on a new map.
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/// </summary>
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[DataField]
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public ResPath? MapPath;
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/// <summary>
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/// A <see cref="PreloadedGridPrototype"/> to move to a new map.
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/// If there are no instances left nothing is done.
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/// </summary>
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[DataField]
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public ProtoId<PreloadedGridPrototype>? PreloadedGrid;
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}
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