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КД на бс кристаллы - #190

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КД на бс кристаллы#190
kl3n-kl3n wants to merge 3 commits into
ArcaneSS14:masterfrom
kl3n-kl3n:bluespace-crystal-balance

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@kl3n-kl3n

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Описание PR

15 секундное КД на БС кристалл. Больше не получится полетать по станции проспамливая кнопочку 🐈‍⬛

Медиа

Тип PR

  • Feature
  • Fix
  • Tweak
  • Balance
  • Refactor
  • Port
  • Translate
  • Resprite

Лицензионное соглашение

  • Я согласен с лицензионным соглашением Contributor License Agreement, для Arcane SS14 Organization.

Изменения

@coderabbitai

coderabbitai Bot commented Aug 7, 2026

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Review Change Stack

No actionable comments were generated in the recent review. 🎉

ℹ️ Recent review info
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: ASSERTIVE

Plan: Pro Plus

Run ID: 3927697d-8ac8-4ea7-b190-035e94a94da4

📥 Commits

Reviewing files that changed from the base of the PR and between e5e9a93 and 89bed44.

📒 Files selected for processing (2)
  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
📜 Recent review details
⏰ Context from checks skipped due to timeout. (6)
  • GitHub Check: YAML Linter
  • GitHub Check: build (ubuntu-latest)
  • GitHub Check: Test Packaging
  • GitHub Check: build (ubuntu-latest)
  • GitHub Check: YAML map schema validator
  • GitHub Check: YAML RGA schema validator
🧰 Additional context used
📓 Path-based instructions (9)
**/*.cs

📄 CodeRabbit inference engine (GEMINI.md)

**/*.cs: Keep components data-only and behavior in systems
Use On... -> Try... -> Can... -> Do... pattern for gameplay actions
Prefer Entity<T?>, ProtoId<T>, EntProtoId, and localized strings for type usage

**/*.cs: When writing or editing C# gameplay code, load skills: ss14-ecs-components, ss14-ecs-entities, ss14-ecs-prototypes, ss14-ecs-systems, ss14-events, and ss14-prediction.
If the C# change is large or the task needs reviewable notes, load skill ss14-documentation-writing.
If the code touches hot paths, Update(), or frequently raised events, load skill ss14-standard-optimizations.
If the task adds or changes player-facing text, load skills ss14-localization-strings and ss14-localization-code when the change also touches Loc.GetString(...), LocId, popup text, or localized component fields.
If the task touches network events, NetEntity, replicated state routing, or shared/server/client message flow, load skill ss14-netcode.
If the task touches Appearance, GenericVisualizer, visual state enums, or sprite-layer toggles, load skill ss14-graphics-generic-visualizer-appearance.
If the task touches sprites, RSI metadata, overlays, shaders, or custom client visual effects, load skill ss14-sprite-overlays-shaders.
If the task is about learning or explaining SS14 architecture, first features, or where code belongs, load skills ss14-prototype-basics, ss14-ecs-basics, and ss14-client-server-shared.
If the task is about bug hunting, VV, logs, breakpoints, or runtime inspection, load skills ss14-debugging-workflow and ss14-common-api-patterns.
If the task touches common gameplay helpers such as entity-system methods, spawning, prototypes, audio, popups, or random, load skills ss14-common-api-patterns and ss14-audio when the work changes audio routing, sound assets, sound collections, or predicted sound feedback.
If the task ports code or assets from another repository, or needs license or attribution guidance,...

Files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
+(Content.Shared|Content.Server|Content.Client|Content.Goobstation.Shared|Content.Goobstation.Server|Content.Goobstation.Client|Content.Goobstation.Common|Content.Goobstation.Maths|Content.Goobstation.UIKit|Content.Server.Database|Content.Shared.Database|Content.Tests|Content.IntegrationTests)/**/*.cs

📄 CodeRabbit inference engine (.cursor/rules/ss14-csharp.mdc)

+(Content.Shared|Content.Server|Content.Client|Content.Goobstation.Shared|Content.Goobstation.Server|Content.Goobstation.Client|Content.Goobstation.Common|Content.Goobstation.Maths|Content.Goobstation.UIKit|Content.Server.Database|Content.Shared.Database|Content.Tests|Content.IntegrationTests)/**/*.cs: Apply C# ECS style rules from ss14-interaction-flow.md
Apply ss14-csharp-style.md rules for C# code formatting and conventions
Follow ss14-naming-conventions for variable, method, and type naming in C# gameplay code

Files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
**/*.{cs,xaml,yml,yaml}

📄 CodeRabbit inference engine (AGENTS.md)

If the task adds tests or you need to choose the right test layer, load skill ss14-tests-authoring.

Files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
{Content.Server,Content.Goobstation.Server}/**/*.cs

📄 CodeRabbit inference engine (AGENTS.md)

Put main server-only authority and non-predicted server simulation in Content.Server/; use Content.Goobstation.Server/ for features already rooted in that module.

Files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
**/*System.cs

📄 CodeRabbit inference engine (AGENTS.md)

Public entity-system APIs that operate on entities should usually take Entity<T?> or EntityUid first and call Resolve(...) early.

Files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
Resources/**/*.{yml,ftl,json}

📄 CodeRabbit inference engine (.cursor/rules/ss14-resources.mdc)

Resources/**/*.{yml,ftl,json}: Follow SS14 naming conventions when editing prototype, localization, and resource files
Follow SS14 upstream maintenance practices when editing resource files

Files:

  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
Resources/**/*.yml

📄 CodeRabbit inference engine (.cursor/rules/ss14-resources.mdc)

Resources/**/*.yml: Follow SS14 ECS prototype patterns and conventions
Follow SS14 graphics generic visualizer appearance conventions and patterns

Resources/**/*.yml: Load ss14-naming-conventions documentation for Resources work
Load ss14-ecs-prototypes documentation for Resources work
Load ss14-upstream-maintenance documentation for Resources work
Load ss14-prototypes-locale documentation for Resources work
Load ss14-localization-strings documentation for Resources work
Load ss14-sprite-overlays-shaders documentation when working with RSI metadata, textures, sprite layers, overlays, or shader resources
Validate YAML after edits

Run dotnet run --project Content.YAMLLinter/Content.YAMLLinter.csproj -c DebugOpt to validate YAML and resource edits.

Files:

  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
Resources/**/*.{yml,ftl}

📄 CodeRabbit inference engine (.cursor/rules/ss14-resources.mdc)

Follow SS14 prototype locale integration rules and practices

Files:

  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
Resources/Prototypes/**/*.yml

📄 CodeRabbit inference engine (AGENTS.md)

Resources/Prototypes/**/*.yml: Put prototypes under the most specific existing subtree in Resources/Prototypes/. If you introduce a new prototype parent tree, put parent prototypes in base.yml and variants in sibling files.
Keep entity prototype field order as type, abstract, parent, id, categories, name, suffix, description, components. Do not insert blank lines between - type: entries inside a components: list. Separate prototype blocks with one blank line.
Prefer suffix for spawn-menu distinctions instead of changing prototype name.

Files:

  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml

⚙️ CodeRabbit configuration file

Resources/Prototypes/**/*.yml: Review SS14 prototypes carefully:

  • Use the narrowest existing subtree and avoid duplicating nearby prototype files or parent trees.
  • Keep entity field order as: type, abstract, parent, id, categories, name, suffix, description, components.
  • Prefer base.yml for parent trees and sibling files for variants.
  • Do not add blank lines inside components lists.
  • Call out broken inheritance, risky prototype ID changes, missing paired locale updates, and Appearance / GenericVisualizer mismatches.

Files:

  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
🧠 Learnings (10)
📚 Learning: 2026-06-04T21:17:36.815Z
Learnt from: MataVsn
Repo: ArcaneSS14/arcane-station PR: 31
File: Content.Client/Fluids/PuddleSystem.cs:41-41
Timestamp: 2026-06-04T21:17:36.815Z
Learning: In this repo (ArcaneSS14/arcane-station), reviewers should use the Arcane inline fork-edit marker naming for single-line edits outside `_Arcane` paths: prefer `// Arcane` or `// Arcane-edit` and do not use `// Orion` for this purpose. Repo-specific AGENTS guidance that mentions `// Orion` does not apply to these single-line changes; only `_Arcane` paths follow the applicable different convention.

Applied to files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
📚 Learning: 2026-06-28T19:37:26.732Z
Learnt from: MataVsn
Repo: ArcaneSS14/arcane-station PR: 96
File: Content.Client/IoC/ClientContentIoC.cs:151-151
Timestamp: 2026-06-28T19:37:26.732Z
Learning: For ArcaneSS14/arcane-station C# files whose path is outside any `_Arcane` directories, avoid adding an inline fork marker (e.g., `// Arcane` or `// Arcane-edit`) to `using` directives when the imported namespace already clearly indicates the `_Arcane` fork. For example, if the `using` namespace itself contains `_Arcane` (such as `using Content.Client._Arcane.ERP.Preferences;`), the `// Arcane`/`// Arcane-edit` marker is unnecessary.

Applied to files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
📚 Learning: 2026-07-04T03:37:47.373Z
Learnt from: UmbiMax
Repo: ArcaneSS14/arcane-station PR: 101
File: Content.Goobstation.Server/Chemistry/EntitySystems/EnergyReagentDispenserSystem.cs:59-59
Timestamp: 2026-07-04T03:37:47.373Z
Learning: In ArcaneSS14/arcane-station, C# source files must never have fork-edit markers (e.g., comments like `// Arcane`, `// Arcane-edit`, `// Orion`) on `using` directives. During code review, do not flag existing markers on any `using` line and do not suggest adding/removing them based on `_Arcane` folder placement or whether the imported namespace contains `_Arcane`—this rule applies universally to all `using` statements.

Applied to files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
📚 Learning: 2026-07-28T16:30:37.419Z
Learnt from: UmbiMax
Repo: ArcaneSS14/arcane PR: 133
File: Content.Server/Speech/EntitySystems/StutteringSystem.cs:28-29
Timestamp: 2026-07-28T16:30:37.419Z
Learning: При внесении одиночных fork-правок в репозитории ArcaneSS14/arcane вне путей `_Arcane` добавляйте в конец каждой изменённой строки комментарий-маркер `// Arcane-Edit`. Это нужно для упрощения последующего поиска/обновления подобных правок при код-ревью и синхронизациях.

Applied to files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
📚 Learning: 2026-07-01T17:19:52.100Z
Learnt from: UmbiMax
Repo: ArcaneSS14/arcane-station PR: 101
File: Content.Shared/Mobs/MobState.cs:0-0
Timestamp: 2026-07-01T17:19:52.100Z
Learning: When reviewing ArcaneSS14/arcane-station C# code, ensure all usages of the `MobState` enum (`MobState.Dead`, `MobState.SoftCritical`, `MobState.HardCritical`, `MobState.Critical`) reference the enum members symbolically rather than via hardcoded numeric literals or casts from numeric values (e.g., avoid patterns like `(MobState)4` or `MobState` comparisons to `byte`/`int` literals). Treat direct numeric usage as a code-level dependency that should be flagged. Also avoid persisting `MobState` numeric values in `Content.Server.Database` or `Content.Replay`; if persistence/replay of the raw byte value is introduced, renumbering the `[NetSerializable] MobState : byte` enum becomes a data-compatibility risk. Renumbering the enum is compile-safe as long as there are no numeric literal dependencies, but the remaining risk is network wire-protocol mismatch if mixed old/new client-server builds are running during a rolling update—coordinate deployment to maintain net compatibility.

Applied to files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
📚 Learning: 2026-07-03T18:41:44.286Z
Learnt from: UmbiMax
Repo: ArcaneSS14/arcane-station PR: 101
File: Content.Shared/_Orion/EntityEffects/Effects/Special/ChemConvermol.cs:0-0
Timestamp: 2026-07-03T18:41:44.286Z
Learning: In ArcaneSS14/arcane-station, the hardcoded 1.2f base used by RefreshPartsEvent.GetLinearMultiplier(tier, step, min, max) (Math.Clamp(1.2f - tier * step, min, max)) is an intentional repo-wide balance convention: callers typically pass max: 1.2f, so a tier-1 part yields a 10% penalty (e.g., GetLinearMultiplier(tier: 1, step: 0.1f, min: 0.5f, max: 1.2f) => 1.1), while tier-2 is the neutral baseline. Do not flag the hardcoded 1.2f as a bug when reviewing shared multiplier/linear scaling usage. If a specific system needs a tier-1 baseline that produces 0% penalty instead, implement a locally-scoped formula in that system (e.g., adjust the constant to match the desired neutral baseline) rather than changing the shared helper, since modifying it would affect all callers’ balance.

Applied to files:

  • Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
📚 Learning: 2026-06-29T05:34:31.137Z
Learnt from: Alazell
Repo: ArcaneSS14/arcane-station PR: 99
File: Resources/Prototypes/Entities/Clothing/Belt/belts.yml:973-974
Timestamp: 2026-06-29T05:34:31.137Z
Learning: В SS14 YAML-прототипах для компонента `Storage` поле `grid` задаёт **включительные** координаты прямоугольника. При подсчёте вместимости учитывайте оффсет-инклюзивность: прямоугольник `x1,y1,x2,y2` означает размеры `width = (x2 - x1 + 1)` и `height = (y2 - y1 + 1)`, а число ячеек `width * height`. Например, `0,0,0,0` = 1 ячейка, а `0,0,6,2` = (6-0+1)*(2-0+1)=7*3=21. При ревью файлов наподобие `Resources/Prototypes/Entities/Clothing/Belt/belts.yml` не интерпретируйте `x2/y2` как эксклюзивные (чтобы не ошибиться на 1 в ширине/высоте).

Applied to files:

  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
📚 Learning: 2026-07-29T08:12:37.068Z
Learnt from: UmbiMax
Repo: ArcaneSS14/arcane PR: 153
File: Resources/Prototypes/_Orion/Entities/Objects/Tools/energy_dome.yml:137-137
Timestamp: 2026-07-29T08:12:37.068Z
Learning: In ArcaneSS14 prototype YAMLs, the YAML field that disables synchronization for `Content.Shared.Power.Components.BatteryComponent` is spelled exactly `netsync` (all lowercase), not `netSync`. For prototypes derived from `PowerNetworkBattery` (including `BaseAPC`, `CoreSubstation`, `BaseSMES`, `TeslaCoil`), set `netsync: false`; otherwise `Content.Server.Power.EntitySystems.BatterySystem.OnStartup` can throw `DebugAssertException` for a predicted battery connected to a power net. For `Resources/Prototypes/_Orion/Entities/Objects/Tools/energy_dome.yml`, ensure `EnergyDomeWiredTest` uses `netsync: false`.

Applied to files:

  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
📚 Learning: 2026-07-07T17:55:50.395Z
Learnt from: UmbiMax
Repo: ArcaneSS14/arcane-old PR: 101
File: Content.Client/Chemistry/UI/ChemMasterWindow.xaml.cs:192-194
Timestamp: 2026-07-07T17:55:50.395Z
Learning: When reviewing ArcaneSS14/arcane-old changes related to `MobState` thresholds/visuals/actions, treat the `Critical` enum value as requiring explicit mappings (it no longer implicitly behaves as an alias of `SoftCritical`). If any YAML prototype `thresholds:` (for `MobThresholdsComponent.Thresholds`) uses the bare `Critical` key (e.g., `MobThresholdsComponent.Thresholds: { Critical: ... }` for entities like `MobMouseCancer`), ensure the prototype (or referenced config) provides corresponding explicit `StateAlertDict` entries and any required `MobStateActions.actions` and `DamageStateVisuals.states` mappings for `Critical`. Otherwise, review should expect failures because the default `StateAlertDict` in `MobThresholdsComponent.cs` typically maps only `Alive`, `SoftCritical`, `HardCritical`, and `Dead`—not `Critical`.

Applied to files:

  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
📚 Learning: 2026-07-28T15:44:38.498Z
Learnt from: UmbiMax
Repo: ArcaneSS14/arcane PR: 152
File: Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml:69-72
Timestamp: 2026-07-28T15:44:38.498Z
Learning: В ArcaneSS14/arcane не выполняйте форматирующие перестановки полей (в т.ч. изменение порядка полей) в upstream-файлах: делайте это только если правка добавляет Arcane-специфичную сущность или напрямую требуется для функциональности. Иначе сохраняйте upstream-порядок полей, даже если он противоречит локальным рекомендациям, чтобы не создавать лишние diff и конфликты при upstream-синхронизации. Исключение: допустимо переупорядочивание/форматирование в `Resources/Prototypes/_Arcane` (и только там).

Applied to files:

  • Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
🔇 Additional comments (4)
Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml (2)

9-12: 📐 Maintainability & Code Quality

Проверьте YAML-прототип перед слиянием.

Структура изменения и наследование выглядят корректно. Перед слиянием запустите dotnet run --project Content.YAMLLinter/Content.YAMLLinter.csproj -c DebugOpt.

As per coding guidelines: для Resources/**/*.yml требуется валидация YAML указанной командой.

Source: Coding guidelines


124-124: LGTM!

Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs (2)

9-19: LGTM!


31-38: 🎯 Functional Correctness

Уточните область действия КД.

Согласно цели PR, КД должен предотвращать частое перемещение повторным использованием кристалла. Сейчас таймер привязан к uid самого кристалла. MaterialBSCrystal1 и MaterialBSCrystal1Unprocessed являются отдельными сущностями со Stack.count: 1, поэтому другой кристалл может иметь независимый таймер.

В upstream API UseDelayComponent хранит задержки на сущности, а TryResetDelay(EntityUid) сбрасывает задержку переданной сущности. (raw.githubusercontent.com) Если КД должен ограничивать телепортацию игрока, храните состояние на args.User или подтвердите, что КД намеренно действует только на один экземпляр кристалла.

Source: MCP tools


Главное изменение

  • Для MaterialBSCrystal добавлено время восстановления использования 15 секунд.
  • RandomTeleportSystem блокирует телепортацию при активной задержке.
  • После успешной телепортации задержка сбрасывается.

Resources / localization

  • Изменён прототип MaterialBSCrystal.
  • ID прототипа и расположение файлов не изменены.
  • Обновление локализации не требуется.

Validation / risk

  • Тесты и runtime-проверка не предоставлены.
  • Изменения ограничены серверной логикой и прототипом материала.
  • Риск связан с проверкой и сбросом UseDelaySystem при повторном использовании кристалла.

Walkthrough

Добавлена задержка использования для MaterialBSCrystal. RandomTeleportSystem проверяет активную задержку, а после успешной телепортации помечает событие обработанным и сбрасывает задержку.

Changes

Случайная телепортация

Layer / File(s) Summary
Конфигурация задержки
Resources/Prototypes/_Goobstation/Entities/Objects/Materials/materials.yml
Для MaterialBSCrystal добавлен UseDelay на 15 секунд. Количество MaterialBSCrystal1Unprocessed сохранено равным 1.
Проверка задержки телепортации
Content.Goobstation.Server/Teleportation/Systems/RandomTeleportSystem.cs
RandomTeleportSystem прекращает обработку при активной задержке. После успешной телепортации система помечает событие обработанным и сбрасывает задержку. Логика расходования предмета сохранена.

Estimated code review effort: 2 (Simple) | ~10 минут

Suggested reviewers: puroslavking

🚥 Pre-merge checks | ✅ 4
✅ Passed checks (4 passed)
Check name Status Explanation
Title check ✅ Passed Заголовок точно описывает основное изменение: добавление времени восстановления для блюспейс-кристаллов.
Description check ✅ Passed Описание связано с изменениями и указывает длительность времени восстановления и цель балансного изменения.
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
✨ Finishing Touches
🧪 Generate unit tests (beta)
  • Create PR with unit tests

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@kl3n-kl3n

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@coderabbitai Встань на колени и извинись передо мной за то что назвал мой ПР ии-слопом

@coderabbitai

coderabbitai Bot commented Aug 7, 2026

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For best results, initiate chat on the files or code changes.

@kl3n-kl3n, извиняюсь за формулировку, если она прозвучала как «ИИ-слоп». Такой стиль оценки не помогает разбору PR. Дальше буду комментировать только конкретные технические риски и изменения.

🐇

You are interacting with an AI system.

@Shiranuy

Shiranuy commented Aug 9, 2026

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15 много как будто, 5-6 сек в самый раз бы было

using Content.Shared.Stacks;
using Content.Shared.Teleportation;

// Arcane

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Пометки у usings не требуются

[Dependency] private readonly SharedRandomTeleportSystem _sharedRtp = default!;

// Arcane
[Dependency] private readonly UseDelaySystem _useDelay = default!;

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Пометки прописывают с отступом в виде пробела от строчки, а не перед ней.

// Arcane-Start
if (_useDelay.IsDelayed(uid))
return;
// Arcane-Start-End

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Никогда не пишут Arcane-Start-End. Просто оставь Arcane-End

// Arcane-Start
args.Handled = true;
_useDelay.TryResetDelay(uid);
// Arcane-Start-End

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И здесь не забудь

# Arcane-Start
- type: UseDelay
delay: 15
# Arcane-Start-End

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И здесь не забудь

components:
# Arcane-Start
- type: UseDelay
delay: 15

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Оставь задержку на 3-х секундах

public override void Initialize()
{
base.Initialize();

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Не рекомендую вносить изменения в чужой файл, если это не изменит что-либо в игре.
Глянь на гитхабе.

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