# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.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/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
320 lines
14 KiB
C#
320 lines
14 KiB
C#
using Content.Server.Administration.Managers;
|
|
using Content.Server.Atmos.Components;
|
|
using Content.Server.Body.Components;
|
|
using Content.Server.Chat;
|
|
using Content.Server.Chat.Managers;
|
|
using Content.Server.GameTicking;
|
|
using Content.Server.Ghost;
|
|
using Content.Server.Ghost.Roles.Components;
|
|
using Content.Server.Humanoid;
|
|
using Content.Server.IdentityManagement;
|
|
using Content.Server.Inventory;
|
|
using Content.Server.Mind;
|
|
using Content.Server.NPC;
|
|
using Content.Server.NPC.HTN;
|
|
using Content.Server.NPC.Systems;
|
|
using Content.Server.Speech.Components;
|
|
using Content.Server.Temperature.Components;
|
|
using Content.Shared.Body.Components;
|
|
using Content.Shared._Sunrise.CollectiveMind;
|
|
using Content.Shared.CombatMode;
|
|
using Content.Shared.CombatMode.Pacification;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Hands.EntitySystems;
|
|
using Content.Shared.Cuffs.Components;
|
|
using Content.Shared.Humanoid;
|
|
using Content.Shared.Interaction.Components;
|
|
using Content.Shared.Mobs;
|
|
using Content.Shared.Mobs.Components;
|
|
using Content.Shared.Movement.Pulling.Components;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.NameModifier.EntitySystems;
|
|
using Content.Shared.NPC.Systems;
|
|
using Content.Shared.Nutrition.AnimalHusbandry;
|
|
using Content.Shared.Nutrition.Components;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Weapons.Melee;
|
|
using Content.Shared.Zombies;
|
|
using Content.Shared.Prying.Components;
|
|
using Content.Shared.Traits.Assorted;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Content.Shared.Ghost.Roles.Components;
|
|
using Content.Shared.Tag;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Prototypes;
|
|
using Content.Shared.NPC.Prototypes;
|
|
|
|
namespace Content.Server.Zombies;
|
|
|
|
/// <summary>
|
|
/// Handles zombie propagation and inherent zombie traits
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Don't Shitcode Open Inside
|
|
/// </remarks>
|
|
public sealed partial class ZombieSystem
|
|
{
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly IChatManager _chatMan = default!;
|
|
[Dependency] private readonly SharedCombatModeSystem _combat = default!;
|
|
[Dependency] private readonly NpcFactionSystem _faction = default!;
|
|
[Dependency] private readonly SharedHandsSystem _hands = default!;
|
|
[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
|
|
[Dependency] private readonly IdentitySystem _identity = default!;
|
|
[Dependency] private readonly ServerInventorySystem _inventory = default!;
|
|
[Dependency] private readonly MindSystem _mind = default!;
|
|
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
|
|
[Dependency] private readonly NPCSystem _npc = default!;
|
|
[Dependency] private readonly TagSystem _tag = default!;
|
|
[Dependency] private readonly NameModifierSystem _nameMod = default!;
|
|
[Dependency] private readonly ISharedPlayerManager _player = default!;
|
|
[Dependency] private readonly GhostSystem _ghostSystem = default!;
|
|
[Dependency] private readonly IBanManager _banManager = default!;
|
|
|
|
private static readonly ProtoId<TagPrototype> InvalidForGlobalSpawnSpellTag = "InvalidForGlobalSpawnSpell";
|
|
private static readonly ProtoId<TagPrototype> CannotSuicideTag = "CannotSuicide";
|
|
private static readonly ProtoId<NpcFactionPrototype> ZombieFaction = "Zombie";
|
|
|
|
/// <summary>
|
|
/// Handles an entity turning into a zombie when they die or go into crit
|
|
/// </summary>
|
|
private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
|
|
{
|
|
if (args.NewMobState == MobState.Dead)
|
|
{
|
|
ZombifyEntity(uid, args.Component);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is the general purpose function to call if you want to zombify an entity.
|
|
/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
|
|
/// </summary>
|
|
/// <param name="target">the entity being zombified</param>
|
|
/// <param name="mobState"></param>
|
|
/// <remarks>
|
|
/// ALRIGHT BIG BOYS, GIRLS AND ANYONE ELSE. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
|
|
/// This function is the god function for zombie stuff, and it is cursed. I have
|
|
/// attempted to label everything thouroughly for your sanity. I have attempted to
|
|
/// rewrite this, but this is how it shall lie eternal. Turn back now.
|
|
/// -emo
|
|
/// </remarks>
|
|
public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
|
|
{
|
|
//Don't zombfiy zombies
|
|
if (HasComp<ZombieComponent>(target) || HasComp<ZombieImmuneComponent>(target))
|
|
return;
|
|
|
|
if (!Resolve(target, ref mobState, logMissing: false))
|
|
return;
|
|
|
|
//you're a real zombie now, son.
|
|
var zombiecomp = AddComp<ZombieComponent>(target);
|
|
|
|
//we need to basically remove all of these because zombies shouldn't
|
|
//get diseases, breath, be thirst, be hungry, die in space, have offspring or be paraplegic.
|
|
RemComp<RespiratorComponent>(target);
|
|
RemComp<BarotraumaComponent>(target);
|
|
RemComp<HungerComponent>(target);
|
|
RemComp<ThirstComponent>(target);
|
|
RemComp<ReproductiveComponent>(target);
|
|
RemComp<ReproductivePartnerComponent>(target);
|
|
RemComp<LegsParalyzedComponent>(target);
|
|
RemComp<ComplexInteractionComponent>(target);
|
|
|
|
//funny voice
|
|
var accentType = "zombie";
|
|
if (TryComp<ZombieAccentOverrideComponent>(target, out var accent))
|
|
accentType = accent.Accent;
|
|
|
|
EnsureComp<ReplacementAccentComponent>(target).Accent = accentType;
|
|
|
|
//This is needed for stupid entities that fuck up combat mode component
|
|
//in an attempt to make an entity not attack. This is the easiest way to do it.
|
|
var combat = EnsureComp<CombatModeComponent>(target);
|
|
RemComp<PacifiedComponent>(target);
|
|
_combat.SetCanDisarm(target, false, combat);
|
|
_combat.SetInCombatMode(target, true, combat);
|
|
|
|
//This is the actual damage of the zombie. We assign the visual appearance
|
|
//and range here because of stuff we'll find out later
|
|
var melee = EnsureComp<MeleeWeaponComponent>(target);
|
|
melee.Animation = zombiecomp.AttackAnimation;
|
|
melee.WideAnimation = zombiecomp.AttackAnimation;
|
|
melee.AltDisarm = false;
|
|
melee.Range = 1.2f;
|
|
melee.Angle = 0.0f;
|
|
melee.HitSound = zombiecomp.BiteSound;
|
|
|
|
DirtyFields(target, melee, null, fields:
|
|
[
|
|
nameof(MeleeWeaponComponent.Animation),
|
|
nameof(MeleeWeaponComponent.WideAnimation),
|
|
nameof(MeleeWeaponComponent.AltDisarm),
|
|
nameof(MeleeWeaponComponent.Range),
|
|
nameof(MeleeWeaponComponent.Angle),
|
|
nameof(MeleeWeaponComponent.HitSound),
|
|
]);
|
|
|
|
// Sunrise-Start
|
|
RemComp<CuffableComponent>(target);
|
|
|
|
var collectiveMindComponent = EnsureComp<CollectiveMindComponent>(target);
|
|
foreach (var collectiveMind in collectiveMindComponent.Minds.ToArray())
|
|
{
|
|
collectiveMindComponent.Minds.Remove(collectiveMind);
|
|
}
|
|
|
|
if (!collectiveMindComponent.Minds.Contains("Zombie"))
|
|
collectiveMindComponent.Minds.Add("Zombie");
|
|
// Sunrise-End
|
|
|
|
if (mobState.CurrentState == MobState.Alive)
|
|
{
|
|
// Groaning when damaged
|
|
EnsureComp<EmoteOnDamageComponent>(target);
|
|
_emoteOnDamage.AddEmote(target, "Scream");
|
|
|
|
// Random groaning
|
|
EnsureComp<AutoEmoteComponent>(target);
|
|
_autoEmote.AddEmote(target, "ZombieGroan");
|
|
}
|
|
|
|
//We have specific stuff for humanoid zombies because they matter more
|
|
if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp)) //huapcomp
|
|
{
|
|
//store some values before changing them in case the humanoid get cloned later
|
|
zombiecomp.BeforeZombifiedSkinColor = huApComp.SkinColor;
|
|
zombiecomp.BeforeZombifiedEyeColor = huApComp.EyeColor;
|
|
zombiecomp.BeforeZombifiedCustomBaseLayers = new(huApComp.CustomBaseLayers);
|
|
if (TryComp<BloodstreamComponent>(target, out var stream))
|
|
zombiecomp.BeforeZombifiedBloodReagent = stream.BloodReagent;
|
|
|
|
_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.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
|
|
|
|
//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<TemperatureComponent>(target, out var tempComp))
|
|
tempComp.ColdDamage.ClampMax(0);
|
|
|
|
//Heals the zombie from all the damage it took while human
|
|
if (TryComp<DamageableComponent>(target, out var damageablecomp))
|
|
_damageable.SetAllDamage(target, damageablecomp, 0);
|
|
_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))
|
|
{
|
|
// Check if the user has a ban on "Zombie"
|
|
if (_banManager.IsAntagBanned(session.UserId, zombiecomp.ZombieRoleId))
|
|
{
|
|
// Ghost the player if they have a "Zombie" ban
|
|
_ghostSystem.OnGhostAttempt(mindId, false, true, mind: mind);
|
|
}
|
|
//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");
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|