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@Sanctious
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Please check the playtime pull request first. thanks.

now it will be easier to add code related to the playtime of a certain player
@evilfactory
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Fix the conflicts

@Sanctious
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Done !

@evilfactory
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Okay so there's some changes that need to be done for this work reasonably.

  • Role locks shouldn't be based on time, but instead point accomplishments (eg: you need to gain 5000 points before unlocking the roles, if you already have 5000 points, its already accomplished by default)
  • No roles will actually be locked, if there's no security guards, it will pick one anyway, people with it unlocked will just have priority
  • Use the jobsAssigned hook instead of patching the method, since it's already there by default
  • Put any unrelated changes to role locks in a separate PR (Traitormod.GetPoints instead of Traitormod.GetData)

@Sanctious
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Ok i will do them later.

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2 participants