diff --git a/Content.Server/GameTicking/Rules/RoundstartFugitiveRuleSystem.cs b/Content.Server/GameTicking/Rules/RoundstartFugitiveRuleSystem.cs
index e854fa964d0..0e2084bb857 100644
--- a/Content.Server/GameTicking/Rules/RoundstartFugitiveRuleSystem.cs
+++ b/Content.Server/GameTicking/Rules/RoundstartFugitiveRuleSystem.cs
@@ -27,7 +27,7 @@ namespace Content.Server.GameTicking.Rules;
///
/// Copy of ThiefRuleSystem
///
-public sealed class RoundstartFugitiveRuleSystem : GameRuleSystem //Also need this somehow: StationEventSystem : StationEventSystem
+public sealed class RoundstartFugitiveRuleSystem : GameRuleSystem
{
[Dependency] private readonly AntagSelectionSystem _antag = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
@@ -46,15 +46,18 @@ public override void Initialize()
SubscribeLocalEvent(AfterAntagSelected);
SubscribeLocalEvent(OnGetBriefing);
+
}
+ //Moved this bit of code down below so AfterAntagSelcted isn't duplicate
+
// Greeting upon thief activation
- private void AfterAntagSelected(Entity mindId,
- ref AfterAntagEntitySelectedEvent args)
- {
- var ent = args.EntityUid;
- _antag.SendBriefing(ent, MakeBriefing(ent), null, null);
- }
+ //private void AfterAntagSelected(Entity mindId,
+ // ref AfterAntagEntitySelectedEvent args)
+ //{
+ // var ent = args.EntityUid;
+ // _antag.SendBriefing(ent, MakeBriefing(ent), null, null);
+ //}
// Character screen briefing
private void OnGetBriefing(Entity role, ref GetBriefingEvent args)
@@ -111,9 +114,14 @@ protected override void ActiveTick(EntityUid uid, RoundstartFugitiveRuleComponen
RemCompDeferred(uid, comp);
}
- private void OnEntitySelected(Entity ent, ref AfterAntagEntitySelectedEvent args)
+ private void AfterAntagSelected(Entity mindId, ref AfterAntagEntitySelectedEvent args)
{
- var (uid, comp) = ent;
+ {
+ var ent = args.EntityUid;
+ _antag.SendBriefing(ent, MakeBriefing(ent), null, null);
+ }
+
+ var (uid, comp) = mindId;
if (comp.NextAnnounce != null)
{
Log.Error("Fugitive rule spawning multiple fugitives isn't supported, sorry.");
@@ -125,7 +133,7 @@ private void OnEntitySelected(Entity ent, ref A
comp.Station = _station.GetOwningStation(fugi);
comp.NextAnnounce = Timing.CurTime + comp.AnnounceDelay;
- _popup.PopupEntity(Loc.GetString("fugitive-spawn"), fugi, fugi);
+ // _popup.PopupEntity(Loc.GetString("fugitive-spawn"), fugi, fugi); //I think this does the 'You fall from the ceiling popup? If so, can be removed later
// give the fugi a report so they know what their charges are
var report = SpawnReport(comp, Transform(fugi));
diff --git a/Resources/Prototypes/DeltaV/GameRules/events.yml b/Resources/Prototypes/DeltaV/GameRules/events.yml
index ddf95808f88..820273b9e05 100644
--- a/Resources/Prototypes/DeltaV/GameRules/events.yml
+++ b/Resources/Prototypes/DeltaV/GameRules/events.yml
@@ -193,3 +193,30 @@
sound: /Audio/Effects/clang.ogg
mindRoles:
- MindRoleFugitive
+
+- type: entity
+ parent: BaseGameRule
+ id: RoundstartFugitive #Roundstart Fugi here
+ components:
+ - type: StationEvent
+ minimumPlayers: 1 # TESTING NUMBER
+ duration: null
+ - type: RoundstartFugitiveRule #EVENT THAT SHOULD SPAWN THE WARRANT BUT IT DOESN'T
+ - type: AntagLoadProfileRule #What does this even do
+ - type: AntagObjectives
+ objectives:
+ - RoundstartFugitiveEscapeObjective
+ - type: AntagSelection
+ agentName: roundstartfugitive-round-end-agent-name
+ definitions:
+ - prefRoles: [ RoundstartFugitive ] # What does this in the brackets do? Who knows? Not me.
+ max: 1
+ playerRatio: 15
+ lateJoinAdditional: true
+ allowNonHumans: false
+ multiAntagSetting: NotExclusive # What is this?
+ startingGear: RoundstartFugitiveGear
+ mindRoles:
+ - MindRoleRoundstartFugitive
+ briefing:
+ sound: "/Audio/Misc/thief_greeting.ogg" # Change the sound
diff --git a/Resources/Prototypes/GameRules/midround.yml b/Resources/Prototypes/GameRules/midround.yml
index 0ef34cb5f28..3c7643a5367 100644
--- a/Resources/Prototypes/GameRules/midround.yml
+++ b/Resources/Prototypes/GameRules/midround.yml
@@ -31,25 +31,3 @@
briefing:
sound: "/Audio/Misc/thief_greeting.ogg"
-- type: entity
- parent: BaseGameRule
- id: RoundstartFugitive #Roundstart Fugi here
- components:
- - type: RoundstartFugitiveRule
- - type: AntagObjectives
- objectives:
- - RoundstartFugitiveEscapeObjective
- - type: AntagSelection
- agentName: roundstartfugitive-round-end-agent-name
- definitions:
- - prefRoles: [ RoundstartFugitive ] # What does this in the brackets do? Who knows? Not me.
- max: 1
- playerRatio: 15
- lateJoinAdditional: true
- allowNonHumans: false
- multiAntagSetting: NotExclusive # What is this?
- startingGear: RoundstartFugitiveGear
- mindRoles:
- - MindRoleRoundstartFugitive
- briefing:
- sound: "/Audio/Misc/thief_greeting.ogg" # Change the sound