Stop Sentience Event targeting Zombified Creatures (#39950)
* Strip Target From Zed * Update RandomSentienceRule.cs * Update RandomSentienceRule.cs * Update RandomSentienceRule.cs * Update RandomSentienceRule.cs * Update RandomSentienceRule.cs
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@ -16,6 +16,7 @@ public sealed class RandomSentienceRule : StationEventSystem<RandomSentienceRule
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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protected override void Started(EntityUid uid, RandomSentienceRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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if (!TryGetRandomStation(out var station))
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@ -10,6 +10,7 @@ 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.Server.Temperature.Components;
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using Content.Shared.Abilities.Psionics; // DeltaV
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@ -108,7 +109,7 @@ public sealed partial class ZombieSystem
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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, have offspring or be paraplegic.
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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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@ -117,6 +118,7 @@ public sealed partial class ZombieSystem
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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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if (TryComp<PsionicComponent>(target, out var psionic)) // DeltaV - Prevent psionic zombies
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{
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