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Content.Server/_SSS/SuspicionGameRule/SuspicionRuleSystem.CVars.cs
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using Content.Shared.CCVar; | ||
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namespace Content.Server._SSS.SuspicionGameRule; | ||
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public sealed partial class SuspicionRuleSystem | ||
{ | ||
private void InitializeCVars() | ||
{ | ||
Subs.CVar(_cfg, CCVars.SSSTraitorPercentage, f => _traitorPercentage = f, true); | ||
Subs.CVar(_cfg, CCVars.SSSDetectivePercentage, f => _detectivePercentage = f, true); | ||
Subs.CVar(_cfg, CCVars.SSSPreparingDuration, i => _preparingDuration = i, true); | ||
Subs.CVar(_cfg, CCVars.SSSRoundDuration, i => _roundDuration = i, true); | ||
Subs.CVar(_cfg, CCVars.SSSTimeAddedPerKill, i => _timeAddedPerKill = i, true); | ||
Subs.CVar(_cfg, CCVars.SSSPostRoundDuration, i => _postRoundDuration = i, true); | ||
} | ||
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private float _traitorPercentage = 0.25f; | ||
private float _detectivePercentage = 0.25f; | ||
private int _preparingDuration = 30; | ||
private int _roundDuration = 480; | ||
private int _timeAddedPerKill = 30; | ||
private int _postRoundDuration = 30; | ||
} |
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Original file line number | Diff line number | Diff line change |
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using Robust.Shared.Configuration; | ||
// ReSharper disable InconsistentNaming rawr | ||
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namespace Content.Shared.CCVar; | ||
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public sealed partial class CCVars | ||
{ | ||
//NONE??? | ||
/// <summary> | ||
/// Percentage of total players that will be a traitor. | ||
/// The number of players will be multiplied by this number, and then rounded down. | ||
/// If the result is less than 1 or more than the player count, it is clamped to those values. | ||
/// </summary> | ||
public static readonly CVarDef<float> SSSTraitorPercentage = | ||
CVarDef.Create("sss.traitor_percentage", 0.25f, CVar.SERVERONLY); | ||
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/// <summary> | ||
/// Percentage of total players that will be a detective (detective innocent). Handled similar to traitor percentage (rounded down etc). | ||
/// </summary> | ||
public static readonly CVarDef<float> SSSDetectivePercentage = | ||
CVarDef.Create("sss.detective_percentage", 0.25f, CVar.SERVERONLY); | ||
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/// <summary> | ||
/// How long to wait before the game starts after the round starts. | ||
/// </summary> | ||
public static readonly CVarDef<int> SSSPreparingDuration = | ||
CVarDef.Create("sss.preparing_duration", 30, CVar.SERVERONLY); | ||
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/// <summary> | ||
/// How long the round lasts in seconds. | ||
/// </summary> | ||
public static readonly CVarDef<int> SSSRoundDuration = | ||
CVarDef.Create("sss.round_duration", 480, CVar.SERVERONLY); | ||
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/// <summary> | ||
/// How long to add to the round time when a player is killed. | ||
/// </summary> | ||
public static readonly CVarDef<int> SSSTimeAddedPerKill = | ||
CVarDef.Create("sss.time_added_per_kill", 30, CVar.SERVERONLY); | ||
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/// <summary> | ||
/// How long to wait before restarting the round after the summary is displayed. | ||
/// </summary> | ||
public static readonly CVarDef<int> SSSPostRoundDuration = | ||
CVarDef.Create("sss.post_round_duration", 30, CVar.SERVERONLY); | ||
} |
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