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feat: Cleanup round-critical items during cc intermission period#2040

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re-silvered wants to merge 2 commits into
HardLightSector:masterfrom
re-silvered:roundflowpreservation
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feat: Cleanup round-critical items during cc intermission period#2040
re-silvered wants to merge 2 commits into
HardLightSector:masterfrom
re-silvered:roundflowpreservation

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@re-silvered

@re-silvered re-silvered commented Jun 11, 2026

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About the PR

Modifies my existing roundflow code to delete a list of shift-specific items instead of only the rescue beacon to currently the following items:

"RescueBeacon",
"NukeDisk",
"HandTeleporter",
"BoxFolderQmClipboard",
"DoorRemoteArmory",
"DoorRemoteCargo",
"DoorRemoteEngineering",
"DoorRemoteMedical",
"DoorRemoteResearch",
"DoorRemoteSecurity",
"DoorRemoteService",
"DoorRemoteCustom",
"DoorRemoteCommand",
"PinpointerMothership",
"Demag",
"EncryptionKeySyndie" // Yes it even deletes from inside headsets.
"ShadowPortal", // Don't want shadow anomaly shenanigans on CC
"ShadowKudzu",
"ShadowKudzuWeak",
"ShadowTree"

Any other items I may be forgetting please do suggest.

Why / Balance

Some shift-specific items have the potential to or do break the natural progression of the next shift if they are brought into it

Technical details

Adds a method called QueueDeleteEntities that parses through every entity and deletes the ones that match items in a list.
The method is ran at the same time in the inter-round cleanup as the previous map's deletion.

How to test

Call evac to begin EoR flow -> spawn the targeted items -> wait for next station to spawn -> see that the targeted items are deleted, and that the targeted items on the new map are not.

Breaking changes

Review the list of items cleaned up, it has the potential to affect EoR roleplay.

Changelog
🆑

  • tweak: Some round-specific items are now cleaned up and deleted automatically after getting to ColComm

@re-silvered re-silvered force-pushed the roundflowpreservation branch from 660cf8f to 749a93b Compare June 11, 2026 10:56
@fenndragon

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Remove nuke disk. The code prevents nuke disk from being deleted and staying deleted, creates an infinite loop.

@re-silvered

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Remove nuke disk. The code prevents nuke disk from being deleted and staying deleted, creates an infinite loop.

I thought so too but I tested and found otherwise. You reckon it'd be different on live?

@fenndragon

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Remove nuke disk. The code prevents nuke disk from being deleted and staying deleted, creates an infinite loop.

I thought so too but I tested and found otherwise. You reckon it'd be different on live?

I'd rather not risk it

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2 participants