Add cvar to disable round end pvs overrides (#29151)
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@@ -358,6 +358,7 @@ namespace Content.Server.GameTicking
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var listOfPlayerInfo = new List<RoundEndMessageEvent.RoundEndPlayerInfo>();
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// Grab the great big book of all the Minds, we'll need them for this.
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var allMinds = EntityQueryEnumerator<MindComponent>();
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var pvsOverride = _configurationManager.GetCVar(CCVars.RoundEndPVSOverrides);
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while (allMinds.MoveNext(out var mindId, out var mind))
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{
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// TODO don't list redundant observer roles?
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@@ -388,7 +389,7 @@ namespace Content.Server.GameTicking
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else if (mind.CurrentEntity != null && TryName(mind.CurrentEntity.Value, out var icName))
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playerIcName = icName;
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if (TryGetEntity(mind.OriginalOwnedEntity, out var entity))
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if (TryGetEntity(mind.OriginalOwnedEntity, out var entity) && pvsOverride)
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{
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_pvsOverride.AddGlobalOverride(GetNetEntity(entity.Value), recursive: true);
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}
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@@ -432,6 +432,14 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<string> RoundEndSoundCollection =
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CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY);
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/// <summary>
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/// Whether or not to add every player as a global override to PVS at round end.
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/// This will allow all players to see their clothing in the round screen player list screen,
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/// but may cause lag during round end with very high player counts.
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/// </summary>
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public static readonly CVarDef<bool> RoundEndPVSOverrides =
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CVarDef.Create("game.round_end_pvs_overrides", true, CVar.SERVERONLY);
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/*
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* Discord
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*/
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