public override void AfterSpawn(ConnectedPlayer player) { UpdateChatMessage.Send(player.GameObject, ChatChannel.Syndicate, ChatModifier.None, $"We have intercepted the code for the nuclear weapon: <b>{AntagManager.SyndiNukeCode}</b>.", Loudness.LOUD); AntagManager.TryInstallPDAUplink(player, initialTC, true); }
public override void AfterSpawn(ConnectedPlayer player) { if (player.GameObject.TryGetComponent <AiPlayer>(out var aiPlayer)) { aiPlayer.AddLaw("Accomplish your goals at all costs.", AiPlayer.LawOrder.Traitor); return; } AntagManager.TryInstallPDAUplink(player, initialTC, false); }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
public override void AfterSpawn(ConnectedPlayer player) { // add any NuclearOperative specific logic here //send the code: //Check to see if there is a nuke and communicate the nuke code: Nuke nuke = FindObjectOfType <Nuke>(); if (nuke != null) { UpdateChatMessage.Send(player.GameObject, ChatChannel.Syndicate, ChatModifier.None, $"We have intercepted the code for the nuclear weapon: <b>{nuke.NukeCode}</b>."); } AntagManager.TryInstallPDAUplink(player, initialTC); }
public override void AfterSpawn(ConnectedPlayer player) { AntagManager.TryInstallPDAUplink(player, initialTC, false); }