# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
337 lines
15 KiB
C#
337 lines
15 KiB
C#
using Content.Server.Administration.Managers;
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using Content.Server.Atmos.Components;
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using Content.Server.Body.Components;
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using Content.Server.Chat;
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using Content.Server.Chat.Managers;
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using Content.Server.Ghost;
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using Content.Server.GameTicking;
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using Content.Server.Ghost;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Humanoid;
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using Content.Server.Inventory;
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using Content.Server.Mind;
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using Content.Server.NPC;
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using Content.Server.NPC.HTN;
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using Content.Server.NPC.Systems;
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using Content.Server.StationEvents.Components;
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using Content.Server.Speech.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Chat;
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using Content.Shared._Sunrise.CollectiveMind;
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using Content.Shared.CombatMode;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nutrition.AnimalHusbandry;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Zombies;
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using Content.Shared.Prying.Components;
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using Content.Shared.Traits.Assorted;
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using Robust.Shared.Audio.Systems;
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using Content.Shared.Ghost.Roles.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Tag;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.Roles;
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using Content.Shared.Temperature.Components;
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namespace Content.Server.Zombies;
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/// <summary>
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/// Handles zombie propagation and inherent zombie traits
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/// </summary>
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/// <remarks>
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/// Don't Shitcode Open Inside
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/// </remarks>
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public sealed partial class ZombieSystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IBanManager _ban = default!;
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[Dependency] private readonly IChatManager _chatMan = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly NpcFactionSystem _faction = default!;
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[Dependency] private readonly GhostSystem _ghost = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
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[Dependency] private readonly IdentitySystem _identity = default!;
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[Dependency] private readonly ServerInventorySystem _inventory = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly NameModifierSystem _nameMod = default!;
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[Dependency] private readonly NPCSystem _npc = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly ISharedPlayerManager _player = default!;
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private static readonly ProtoId<TagPrototype> InvalidForGlobalSpawnSpellTag = "InvalidForGlobalSpawnSpell";
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private static readonly ProtoId<TagPrototype> CannotSuicideTag = "CannotSuicide";
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private static readonly ProtoId<NpcFactionPrototype> ZombieFaction = "Zombie";
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private static readonly string MindRoleZombie = "MindRoleZombie";
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private static readonly List<ProtoId<AntagPrototype>> BannableZombiePrototypes = ["Zombie"];
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/// <summary>
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/// Handles an entity turning into a zombie when they die or go into crit
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/// </summary>
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private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Dead)
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{
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ZombifyEntity(uid, args.Component);
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}
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}
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/// <summary>
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/// This is the general purpose function to call if you want to zombify an entity.
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/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
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/// </summary>
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/// <param name="target">the entity being zombified</param>
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/// <param name="mobState"></param>
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/// <remarks>
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/// ALRIGHT BIG BOYS, GIRLS AND ANYONE ELSE. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
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/// This function is the god function for zombie stuff, and it is cursed. I have
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/// attempted to label everything thouroughly for your sanity. I have attempted to
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/// rewrite this, but this is how it shall lie eternal. Turn back now.
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/// -emo
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/// </remarks>
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public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
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{
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//Don't zombfiy zombies
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if (HasComp<ZombieComponent>(target) || HasComp<ZombieImmuneComponent>(target))
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return;
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if (!Resolve(target, ref mobState, logMissing: false))
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return;
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// Detach role-banned players before zombification
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if (TryComp<ActorComponent>(target, out var actor) && _ban.IsRoleBanned(actor.PlayerSession, BannableZombiePrototypes))
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{
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var sess = actor.PlayerSession;
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var message = Loc.GetString("zombie-roleban-ghosted");
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if (_mind.TryGetMind(sess, out var playerMindEnt, out var playerMind))
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{
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// Detach
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_ghost.SpawnGhost((playerMindEnt, playerMind), target);
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// Notify
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_chatMan.DispatchServerMessage(sess, message);
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}
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else
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Log.Error($"Mind for session '{sess}' could not be found");
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}
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//you're a real zombie now, son.
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var zombiecomp = AddComp<ZombieComponent>(target);
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//we need to basically remove all of these because zombies shouldn't
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//get diseases, breath, be thirst, be hungry, die in space, get double sentience, have offspring or be paraplegic.
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RemComp<RespiratorComponent>(target);
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RemComp<BarotraumaComponent>(target);
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RemComp<HungerComponent>(target);
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RemComp<ThirstComponent>(target);
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RemComp<ReproductiveComponent>(target);
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RemComp<ReproductivePartnerComponent>(target);
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RemComp<LegsParalyzedComponent>(target);
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RemComp<ComplexInteractionComponent>(target);
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RemComp<SentienceTargetComponent>(target);
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//funny voice
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var accentType = "zombie";
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if (TryComp<ZombieAccentOverrideComponent>(target, out var accent))
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accentType = accent.Accent;
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EnsureComp<ReplacementAccentComponent>(target).Accent = accentType;
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//This is needed for stupid entities that fuck up combat mode component
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//in an attempt to make an entity not attack. This is the easiest way to do it.
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var combat = EnsureComp<CombatModeComponent>(target);
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RemComp<PacifiedComponent>(target);
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_combat.SetCanDisarm(target, false, combat);
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//This is the actual damage of the zombie. We assign the visual appearance
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//and range here because of stuff we'll find out later
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var melee = EnsureComp<MeleeWeaponComponent>(target);
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melee.Animation = zombiecomp.AttackAnimation;
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melee.WideAnimation = zombiecomp.AttackAnimation;
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melee.AltDisarm = false;
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melee.Range = 1.2f;
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melee.Angle = 0.0f;
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melee.HitSound = zombiecomp.BiteSound;
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DirtyFields(target, melee, null, fields:
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[
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nameof(MeleeWeaponComponent.Animation),
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nameof(MeleeWeaponComponent.WideAnimation),
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nameof(MeleeWeaponComponent.AltDisarm),
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nameof(MeleeWeaponComponent.Range),
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nameof(MeleeWeaponComponent.Angle),
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nameof(MeleeWeaponComponent.HitSound),
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]);
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// Sunrise-Start
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RemComp<CuffableComponent>(target);
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var collectiveMindComponent = EnsureComp<CollectiveMindComponent>(target);
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foreach (var collectiveMind in collectiveMindComponent.Minds.ToArray())
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{
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collectiveMindComponent.Minds.Remove(collectiveMind);
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}
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if (!collectiveMindComponent.Minds.Contains("Zombie"))
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collectiveMindComponent.Minds.Add("Zombie");
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// Sunrise-End
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if (mobState.CurrentState == MobState.Alive)
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{
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// Groaning when damaged
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EnsureComp<EmoteOnDamageComponent>(target);
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_emoteOnDamage.AddEmote(target, "Scream");
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// Random groaning
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EnsureComp<AutoEmoteComponent>(target);
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_autoEmote.AddEmote(target, "ZombieGroan");
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}
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//We have specific stuff for humanoid zombies because they matter more
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if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp)) //huapcomp
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{
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//store some values before changing them in case the humanoid get cloned later
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zombiecomp.BeforeZombifiedSkinColor = huApComp.SkinColor;
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zombiecomp.BeforeZombifiedEyeColor = huApComp.EyeColor;
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zombiecomp.BeforeZombifiedCustomBaseLayers = new(huApComp.CustomBaseLayers);
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if (TryComp<BloodstreamComponent>(target, out var stream) && stream.BloodReferenceSolution is { } reagents)
|
|
zombiecomp.BeforeZombifiedBloodReagents = reagents.Clone();
|
|
|
|
_humanoidAppearance.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
|
|
|
|
// Messing with the eye layer made it vanish upon cloning, and also it didn't even appear right
|
|
huApComp.EyeColor = zombiecomp.EyeColor;
|
|
|
|
// this might not resync on clone?
|
|
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
|
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
|
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
|
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
|
|
|
|
//This is done here because non-humanoids shouldn't get baller damage
|
|
melee.Damage = zombiecomp.DamageOnBite;
|
|
|
|
// humanoid zombies get to pry open doors and shit
|
|
var pryComp = EnsureComp<PryingComponent>(target);
|
|
pryComp.SpeedModifier = 0.75f; // Sunrise-Edit
|
|
pryComp.PryPowered = true;
|
|
pryComp.Force = true;
|
|
|
|
Dirty(target, pryComp);
|
|
}
|
|
|
|
Dirty(target, melee);
|
|
|
|
//The zombie gets the assigned damage weaknesses and strengths
|
|
_damageable.SetDamageModifierSetId(target, "Zombie");
|
|
|
|
//This makes it so the zombie doesn't take bloodloss damage.
|
|
//NOTE: they are supposed to bleed, just not take damage
|
|
_bloodstream.SetBloodLossThreshold(target, 0f);
|
|
//Give them zombie blood
|
|
_bloodstream.ChangeBloodReagents(target, zombiecomp.NewBloodReagents);
|
|
|
|
//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
|
|
_inventory.TryUnequip(target, "gloves", true, true);
|
|
//Should prevent instances of zombies using comms for information they shouldnt be able to have.
|
|
_inventory.TryUnequip(target, "ears", true, true);
|
|
|
|
//popup
|
|
_popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
|
|
|
|
//Make it sentient if it's an animal or something
|
|
_mind.MakeSentient(target);
|
|
|
|
//Make the zombie not die in the cold. Good for space zombies
|
|
if (TryComp<TemperatureDamageComponent>(target, out var tempComp))
|
|
tempComp.ColdDamage.ClampMax(0);
|
|
|
|
//Heals the zombie from all the damage it took while human
|
|
_damageable.ClearAllDamage(target);
|
|
_mobState.ChangeMobState(target, MobState.Alive);
|
|
|
|
_faction.ClearFactions(target, dirty: false);
|
|
_faction.AddFaction(target, ZombieFaction);
|
|
|
|
//gives it the funny "Zombie ___" name.
|
|
_nameMod.RefreshNameModifiers(target);
|
|
|
|
_identity.QueueIdentityUpdate(target);
|
|
|
|
var htn = EnsureComp<HTNComponent>(target);
|
|
htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
|
|
htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
|
|
_npc.SleepNPC(target, htn);
|
|
|
|
//He's gotta have a mind
|
|
var hasMind = _mind.TryGetMind(target, out var mindId, out var mind);
|
|
if (hasMind && mind != null && _player.TryGetSessionById(mind.UserId, out var session))
|
|
{
|
|
//Zombie role for player manifest
|
|
_role.MindAddRole(mindId, MindRoleZombie, mind: null, silent: true);
|
|
|
|
//Greeting message for new bebe zombers
|
|
_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
|
|
|
|
// Notificate player about new role assignment
|
|
_audio.PlayGlobal(zombiecomp.GreetSoundNotification, session);
|
|
}
|
|
else
|
|
{
|
|
_npc.WakeNPC(target, htn);
|
|
}
|
|
|
|
if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !hasMind) //this specific component gives build test trouble so pop off, ig
|
|
{
|
|
//yet more hardcoding. Visit zombie.ftl for more information.
|
|
var ghostRole = EnsureComp<GhostRoleComponent>(target);
|
|
EnsureComp<GhostTakeoverAvailableComponent>(target);
|
|
ghostRole.RoleName = Loc.GetString("zombie-generic");
|
|
ghostRole.RoleDescription = Loc.GetString("zombie-role-desc");
|
|
ghostRole.RoleRules = Loc.GetString("zombie-role-rules");
|
|
ghostRole.MindRoles.Add(MindRoleZombie);
|
|
}
|
|
|
|
if (TryComp<HandsComponent>(target, out var handsComp))
|
|
{
|
|
_hands.RemoveHands(target);
|
|
RemComp(target, handsComp);
|
|
}
|
|
|
|
// Sloth: What the fuck?
|
|
// How long until compregistry lmao.
|
|
RemComp<PullerComponent>(target);
|
|
|
|
// No longer waiting to become a zombie:
|
|
// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
|
|
RemCompDeferred<PendingZombieComponent>(target);
|
|
|
|
//zombie gamemode stuff
|
|
var ev = new EntityZombifiedEvent(target);
|
|
RaiseLocalEvent(target, ref ev, true);
|
|
//zombies get slowdown once they convert
|
|
_movementSpeedModifier.RefreshMovementSpeedModifiers(target);
|
|
|
|
//Need to prevent them from getting an item, they have no hands.
|
|
// Also prevents them from becoming a Survivor. They're undead.
|
|
_tag.AddTag(target, InvalidForGlobalSpawnSpellTag);
|
|
_tag.AddTag(target, CannotSuicideTag);
|
|
}
|
|
}
|