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https://git.ngram.ca/OpenJam/rc-servers
synced 2026-08-23 23:08:52 +00:00
Configure for release v0.4.0
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@@ -258,14 +258,14 @@ fn default_game_modes() -> GameModes {
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},
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pit: GameMode {
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respawn_heal_duration: 20.0,
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respawn_full_heal_duration: 20.0,
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respawn_full_heal_duration: 0.5,
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kill_limit: 0,
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game_time_m: 15,
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},
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team_deathmatch: GameMode {
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respawn_heal_duration: 10.0,
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respawn_full_heal_duration: 0.5,
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kill_limit: 2,
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kill_limit: 10,
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game_time_m: 10,
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},
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}
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@@ -368,7 +368,7 @@ fn default_rotation() -> GameEventSequence {
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GameEventSequence {
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strategy: GameRotationStrategy::Sequence,
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modes: vec![
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GameEvents {
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/*GameEvents {
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singleplayer: GameEvent {
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map: GameMap::Earth1,
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visibility: GameVisibility::Good,
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@@ -382,8 +382,8 @@ fn default_rotation() -> GameEventSequence {
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auto_heal: true,
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},
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duration_s: 5*60, // 5 minutes
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}
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/*GameEvents {
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}*/
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GameEvents {
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singleplayer: GameEvent {
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map: GameMap::Neptune1,
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visibility: GameVisibility::Good,
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@@ -393,7 +393,7 @@ fn default_rotation() -> GameEventSequence {
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multiplayer: GameEvent {
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map: GameMap::Earth1,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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mode: GameType::Pit,
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auto_heal: true,
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},
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duration_s: 5*60, // 5 minutes
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@@ -408,7 +408,7 @@ fn default_rotation() -> GameEventSequence {
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multiplayer: GameEvent {
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map: GameMap::Earth2,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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mode: GameType::TeamDeathmatch,
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auto_heal: true,
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},
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duration_s: 5*60,
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@@ -423,7 +423,7 @@ fn default_rotation() -> GameEventSequence {
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multiplayer: GameEvent {
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map: GameMap::Mars1,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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mode: GameType::BattleArena,
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auto_heal: true,
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},
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duration_s: 5*60,
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@@ -438,7 +438,7 @@ fn default_rotation() -> GameEventSequence {
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multiplayer: GameEvent {
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map: GameMap::Mars2,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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mode: GameType::TeamDeathmatch,
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auto_heal: true,
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},
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duration_s: 5*60,
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@@ -453,7 +453,7 @@ fn default_rotation() -> GameEventSequence {
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multiplayer: GameEvent {
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map: GameMap::Mars3,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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mode: GameType::BattleArena,
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auto_heal: true,
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},
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duration_s: 5*60,
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@@ -468,7 +468,7 @@ fn default_rotation() -> GameEventSequence {
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multiplayer: GameEvent {
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map: GameMap::Neptune1,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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mode: GameType::TeamDeathmatch,
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auto_heal: true,
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},
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duration_s: 5*60,
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@@ -483,7 +483,7 @@ fn default_rotation() -> GameEventSequence {
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multiplayer: GameEvent {
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map: GameMap::Neptune2,
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visibility: GameVisibility::Poor,
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mode: GameType::SuddenDeath,
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mode: GameType::BattleArena,
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auto_heal: true,
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},
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duration_s: 5*60,
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@@ -498,11 +498,11 @@ fn default_rotation() -> GameEventSequence {
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multiplayer: GameEvent {
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map: GameMap::Neptune3,
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visibility: GameVisibility::Good,
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mode: GameType::SuddenDeath,
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mode: GameType::TeamDeathmatch,
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auto_heal: true,
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},
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duration_s: 5*60,
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},*/
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},
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]
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}
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}
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@@ -66,8 +66,8 @@ pub struct FakePlayerConf {
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}
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pub(super) fn default_fake_users() -> Vec<FakePlayerConf> {
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//Vec::default()
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vec![
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Vec::default()
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/*vec![
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FakePlayerConf {
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team: 1,
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vehicle: super::garage::PrefabVehicle {
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@@ -104,7 +104,7 @@ pub(super) fn default_fake_users() -> Vec<FakePlayerConf> {
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},
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implementation: ClientEmulation::ClientAI,
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},
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]
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]*/
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}
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#[derive(Serialize, Deserialize, Clone, Debug)]
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