Fixup playerspawn stuff (#31546)
* Fixup playerspawn stuff - Also removed arrivals forcing, this should just turn containerspawnpoint off. * fix this one * test fix * really fix
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@@ -11,6 +11,7 @@ using Content.Server.Screens.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Server.Spawners.Components;
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using Content.Server.Spawners.EntitySystems;
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using Content.Server.Station.Components;
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using Content.Server.Station.Events;
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using Content.Server.Station.Systems;
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@@ -69,11 +70,6 @@ public sealed class ArrivalsSystem : EntitySystem
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/// </summary>
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public bool Enabled { get; private set; }
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/// <summary>
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/// Flags if all players must arrive via the Arrivals system, or if they can spawn in other ways.
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/// </summary>
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public bool Forced { get; private set; }
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/// <summary>
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/// Flags if all players spawning at the departure terminal have godmode until they leave the terminal.
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/// </summary>
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@@ -95,6 +91,8 @@ public sealed class ArrivalsSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawningEvent>(HandlePlayerSpawning, before: new []{ typeof(ContainerSpawnPointSystem), typeof(SpawnPointSystem)});
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SubscribeLocalEvent<StationArrivalsComponent, StationPostInitEvent>(OnStationPostInit);
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SubscribeLocalEvent<ArrivalsShuttleComponent, ComponentStartup>(OnShuttleStartup);
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@@ -112,11 +110,9 @@ public sealed class ArrivalsSystem : EntitySystem
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// Don't invoke immediately as it will get set in the natural course of things.
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Enabled = _cfgManager.GetCVar(CCVars.ArrivalsShuttles);
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Forced = _cfgManager.GetCVar(CCVars.ForceArrivals);
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ArrivalsGodmode = _cfgManager.GetCVar(CCVars.GodmodeArrivals);
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_cfgManager.OnValueChanged(CCVars.ArrivalsShuttles, SetArrivals);
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_cfgManager.OnValueChanged(CCVars.ForceArrivals, b => Forced = b);
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_cfgManager.OnValueChanged(CCVars.GodmodeArrivals, b => ArrivalsGodmode = b);
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// Command so admins can set these for funsies
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@@ -339,7 +335,7 @@ public sealed class ArrivalsSystem : EntitySystem
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return;
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// Only works on latejoin even if enabled.
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if (!Enabled || !Forced && _ticker.RunLevel != GameRunLevel.InRound)
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if (!Enabled || _ticker.RunLevel != GameRunLevel.InRound)
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return;
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if (!HasComp<StationArrivalsComponent>(ev.Station))
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