Class AntagSelectionSystem
Namespace: Content.Server.Antag
Assembly: Content.Server.dll
Syntax
public sealed class AntagSelectionSystem : GameRuleSystem<GameRuleComponent>
Methods
| Improve this Doc View SourceAttemptStartGameRule(RoundStartAttemptEvent, EntityUid, Int32, GameRuleComponent)
Attempts to start the game rule by checking if there are enough players in lobby and readied.
Declaration
public void AttemptStartGameRule(RoundStartAttemptEvent ev, EntityUid uid, int minPlayers, GameRuleComponent gameRule)
Parameters
Type | Name | Description |
---|---|---|
RoundStartAttemptEvent | ev | The roundstart attempt event |
EntityUid | uid | The entity the gamerule you are using is on |
System.Int32 | minPlayers | The minimum amount of players needed for you gamerule to start. |
GameRuleComponent | gameRule | The gamerule component. |
EligiblePlayers(String, Int32, Int32, SoundSpecifier, String, String, out List<EntityUid>, Boolean)
Will check which players are eligible to be chosen for antagonist and give them the given antag.
Declaration
public void EligiblePlayers(string antagPrototype, int maxAntags, int antagsPerPlayer, SoundSpecifier antagSound, string antagGreeting, string greetingColor, out List<EntityUid> chosen, bool includeHeads = false)
Parameters
Type | Name | Description |
---|---|---|
System.String | antagPrototype | The antag prototype from your rule component. |
System.Int32 | maxAntags | How many antags can be present in any given round. |
System.Int32 | antagsPerPlayer | How many players you need to spawn an additional antag. |
Robust.Shared.Audio.SoundSpecifier | antagSound | The intro sound that plays when the antag is chosen. |
System.String | antagGreeting | The antag message you want shown when the antag is chosen. |
System.String | greetingColor | The color of the message for the antag greeting in hex. |
List<EntityUid> | chosen | A list of all the antags chosen in case you need to add stuff after. |
System.Boolean | includeHeads | Whether or not heads can be chosen as antags for this gamemode. |
GiveAntagBagGear(EntityUid, List<EntProtoId>)
Will attempt to spawn an item inside of a persons bag and then pockets.
Declaration
public void GiveAntagBagGear(EntityUid antag, List<EntProtoId> items)
Parameters
Type | Name | Description |
---|---|---|
EntityUid | antag | The entity that you want to spawn an item on |
List<Robust.Shared.Prototypes.EntProtoId> | items | A list of prototype IDs that you want to spawn in the bag. |
GiveAntagBagGear(EntityUid, String)
Will attempt to spawn an item inside of a persons bag and then pockets.
Declaration
public void GiveAntagBagGear(EntityUid antag, string item)
Parameters
Type | Name | Description |
---|---|---|
EntityUid | antag | The entity that you want to spawn an item on |
System.String | item | The prototype ID that you want to spawn in the bag. |
IsGroupDead(List<EntityUid>, Boolean)
Will take a group of entities and check if they are all alive or dead
Declaration
public bool IsGroupDead(List<EntityUid> list, bool checkOffStation)
Parameters
Type | Name | Description |
---|---|---|
List<EntityUid> | list | The list of the entities |
System.Boolean | checkOffStation | Bool for if you want to check if someone is in space and consider them dead. (Won't check when emergency shuttle arrives just in case) |
Returns
Type | Description |
---|---|
System.Boolean |