diff --git a/Content.Server/Objectives/Systems/KillPersonConditionSystem.cs b/Content.Server/Objectives/Systems/KillPersonConditionSystem.cs index bd6c9e54807..d9ff41e1765 100644 --- a/Content.Server/Objectives/Systems/KillPersonConditionSystem.cs +++ b/Content.Server/Objectives/Systems/KillPersonConditionSystem.cs @@ -90,20 +90,20 @@ private void AssignRandomTarget(EntityUid uid, ObjectiveAssignedEvent args, Pred _target.SetTarget(uid, _random.Pick(selectedHumans), target); } - + // DeltaV - start making people only die once from EE private float GetProgress(EntityUid target, bool requireDead) { // deleted or gibbed or something, counts as dead if (!TryComp(target, out var mind) || mind.OwnedEntity == null) - { //DeltaV Port from EE - if (!requireDead && !_wasKilled.Contains(target)) _wasKilled.Add(target); //DeltaV Port from EE + { + if (!requireDead && !_wasKilled.Contains(target)) _wasKilled.Add(target); return 1f; } // dead is success if (_mind.IsCharacterDeadIc(mind)) { - if (!requireDead && !_wasKilled.Contains(target)) _wasKilled.Add(target); //DeltaV Port from EE + if (!requireDead && !_wasKilled.Contains(target)) _wasKilled.Add(target); return 1f; } @@ -132,6 +132,7 @@ private float GetProgress(EntityUid target, bool requireDead) // // if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good // return _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f; // Clear the wasKilled list on round end - private void OnRoundEnd(RoundEndedEvent ev) //DeltaV port from EE - => _wasKilled.Clear(); //DeltaV port from EE + private void OnRoundEnd(RoundEndedEvent ev) + => _wasKilled.Clear(); + // DeltaV - end making people only die once from EE }