mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-03 09:37:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
320 lines
14 KiB
C#
320 lines
14 KiB
C#
using System.Linq;
|
|
using Content.Shared.NPC.Prototypes;
|
|
using Content.Server.Actions;
|
|
using Content.Server.Body.Systems;
|
|
using Content.Server.Chat;
|
|
using Content.Server.Chat.Systems;
|
|
using Content.Server.Emoting.Systems;
|
|
using Content.Server.Speech.EntitySystems;
|
|
using Content.Server.Roles;
|
|
using Content.Shared.Anomaly.Components;
|
|
using Content.Shared.Armor;
|
|
using Content.Shared.Bed.Sleep;
|
|
using Content.Shared.Cloning.Events;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Humanoid;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Mind;
|
|
using Content.Shared.Mind.Components;
|
|
using Content.Shared.Mobs;
|
|
using Content.Shared.Mobs.Components;
|
|
using Content.Shared.Mobs.Systems;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Roles;
|
|
using Content.Shared.Weapons.Melee.Events;
|
|
using Content.Shared.Zombies;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Server.Zombies
|
|
{
|
|
public sealed partial class ZombieSystem : SharedZombieSystem
|
|
{
|
|
[Dependency] private readonly IGameTiming _timing = default!;
|
|
[Dependency] private readonly IPrototypeManager _protoManager = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
|
|
[Dependency] private readonly DamageableSystem _damageable = default!;
|
|
[Dependency] private readonly ChatSystem _chat = default!;
|
|
[Dependency] private readonly ActionsSystem _actions = default!;
|
|
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
|
|
[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
|
|
[Dependency] private readonly MobStateSystem _mobState = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly SharedRoleSystem _role = default!;
|
|
|
|
public readonly ProtoId<NpcFactionPrototype> Faction = "Zombie";
|
|
|
|
public const SlotFlags ProtectiveSlots =
|
|
SlotFlags.FEET |
|
|
SlotFlags.HEAD |
|
|
SlotFlags.EYES |
|
|
SlotFlags.GLOVES |
|
|
SlotFlags.MASK |
|
|
SlotFlags.NECK |
|
|
SlotFlags.INNERCLOTHING |
|
|
SlotFlags.OUTERCLOTHING;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<ZombieComponent, EmoteEvent>(OnEmote, before:
|
|
new[] { typeof(VocalSystem), typeof(BodyEmotesSystem) });
|
|
|
|
SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
|
|
SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
|
|
SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
|
|
SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
|
|
SubscribeLocalEvent<ZombieComponent, GetCharactedDeadIcEvent>(OnGetCharacterDeadIC);
|
|
SubscribeLocalEvent<ZombieComponent, GetCharacterUnrevivableIcEvent>(OnGetCharacterUnrevivableIC);
|
|
SubscribeLocalEvent<ZombieComponent, MindAddedMessage>(OnMindAdded);
|
|
SubscribeLocalEvent<ZombieComponent, MindRemovedMessage>(OnMindRemoved);
|
|
|
|
SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
|
|
SubscribeLocalEvent<PendingZombieComponent, BeforeRemoveAnomalyOnDeathEvent>(OnBeforeRemoveAnomalyOnDeath);
|
|
|
|
SubscribeLocalEvent<IncurableZombieComponent, MapInitEvent>(OnPendingMapInit);
|
|
|
|
SubscribeLocalEvent<ZombifyOnDeathComponent, MobStateChangedEvent>(OnDamageChanged);
|
|
}
|
|
|
|
private void OnBeforeRemoveAnomalyOnDeath(Entity<PendingZombieComponent> ent, ref BeforeRemoveAnomalyOnDeathEvent args)
|
|
{
|
|
// Pending zombies (e.g. infected non-zombies) do not remove their hosted anomaly on death.
|
|
// Current zombies DO remove the anomaly on death.
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnPendingMapInit(EntityUid uid, IncurableZombieComponent component, MapInitEvent args)
|
|
{
|
|
_actions.AddAction(uid, ref component.Action, component.ZombifySelfActionPrototype);
|
|
_faction.AddFaction(uid, Faction);
|
|
|
|
if (HasComp<ZombieComponent>(uid) || HasComp<ZombieImmuneComponent>(uid))
|
|
return;
|
|
|
|
EnsureComp<PendingZombieComponent>(uid, out PendingZombieComponent pendingComp);
|
|
|
|
pendingComp.GracePeriod = _random.Next(pendingComp.MinInitialInfectedGrace, pendingComp.MaxInitialInfectedGrace);
|
|
}
|
|
|
|
private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
|
|
{
|
|
if (_mobState.IsDead(uid))
|
|
{
|
|
ZombifyEntity(uid);
|
|
return;
|
|
}
|
|
|
|
component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
var curTime = _timing.CurTime;
|
|
|
|
// Hurt the living infected
|
|
var query = EntityQueryEnumerator<PendingZombieComponent, DamageableComponent, MobStateComponent>();
|
|
while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
|
|
{
|
|
// Process only once per second
|
|
if (comp.NextTick > curTime)
|
|
continue;
|
|
|
|
comp.NextTick = curTime + TimeSpan.FromSeconds(1f);
|
|
|
|
comp.GracePeriod -= TimeSpan.FromSeconds(1f);
|
|
if (comp.GracePeriod > TimeSpan.Zero)
|
|
continue;
|
|
|
|
if (_random.Prob(comp.InfectionWarningChance))
|
|
_popup.PopupEntity(Loc.GetString(_random.Pick(comp.InfectionWarnings)), uid, uid);
|
|
|
|
var multiplier = _mobState.IsCritical(uid, mobState)
|
|
? comp.CritDamageMultiplier
|
|
: 1f;
|
|
|
|
_damageable.TryChangeDamage(uid, comp.Damage * multiplier, true, false, damage);
|
|
}
|
|
|
|
// Heal the zombified
|
|
var zombQuery = EntityQueryEnumerator<ZombieComponent, DamageableComponent, MobStateComponent>();
|
|
while (zombQuery.MoveNext(out var uid, out var comp, out var damage, out var mobState))
|
|
{
|
|
// Process only once per second
|
|
if (comp.NextTick + TimeSpan.FromSeconds(1) > curTime)
|
|
continue;
|
|
|
|
comp.NextTick = curTime;
|
|
|
|
if (_mobState.IsDead(uid, mobState))
|
|
continue;
|
|
|
|
var multiplier = _mobState.IsCritical(uid, mobState)
|
|
? comp.PassiveHealingCritMultiplier
|
|
: 1f;
|
|
|
|
// Gradual healing for living zombies.
|
|
_damageable.TryChangeDamage(uid, comp.PassiveHealing * multiplier, true, false, damage);
|
|
}
|
|
}
|
|
|
|
private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnGetCharacterDeadIC(EntityUid uid, ZombieComponent component, ref GetCharactedDeadIcEvent args)
|
|
{
|
|
args.Dead = true;
|
|
}
|
|
|
|
private void OnGetCharacterUnrevivableIC(EntityUid uid, ZombieComponent component, ref GetCharacterUnrevivableIcEvent args)
|
|
{
|
|
args.Unrevivable = true;
|
|
}
|
|
|
|
private void OnEmote(EntityUid uid, ZombieComponent component, ref EmoteEvent args)
|
|
{
|
|
// always play zombie emote sounds and ignore others
|
|
if (args.Handled)
|
|
return;
|
|
|
|
_protoManager.TryIndex(component.EmoteSoundsId, out var sounds);
|
|
|
|
args.Handled = _chat.TryPlayEmoteSound(uid, sounds, args.Emote);
|
|
}
|
|
|
|
private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
|
|
{
|
|
if (args.NewMobState == MobState.Alive)
|
|
{
|
|
// Groaning when damaged
|
|
EnsureComp<EmoteOnDamageComponent>(uid);
|
|
_emoteOnDamage.AddEmote(uid, "Scream");
|
|
|
|
// Random groaning
|
|
EnsureComp<AutoEmoteComponent>(uid);
|
|
_autoEmote.AddEmote(uid, "ZombieGroan");
|
|
}
|
|
else
|
|
{
|
|
// Stop groaning when damaged
|
|
_emoteOnDamage.RemoveEmote(uid, "Scream");
|
|
|
|
// Stop random groaning
|
|
_autoEmote.RemoveEmote(uid, "ZombieGroan");
|
|
}
|
|
}
|
|
|
|
private float GetZombieInfectionChance(EntityUid uid, ZombieComponent zombieComponent)
|
|
{
|
|
var chance = zombieComponent.BaseZombieInfectionChance;
|
|
|
|
var armorEv = new CoefficientQueryEvent(ProtectiveSlots);
|
|
RaiseLocalEvent(uid, armorEv);
|
|
foreach (var resistanceEffectiveness in zombieComponent.ResistanceEffectiveness.DamageDict)
|
|
{
|
|
if (armorEv.DamageModifiers.Coefficients.TryGetValue(resistanceEffectiveness.Key, out var coefficient))
|
|
{
|
|
// Scale the coefficient by the resistance effectiveness, very descriptive I know
|
|
// For example. With 30% slash resist (0.7 coeff), but only a 60% resistance effectiveness for slash,
|
|
// you'll end up with 1 - (0.3 * 0.6) = 0.82 coefficient, or a 18% resistance
|
|
var adjustedCoefficient = 1 - ((1 - coefficient) * resistanceEffectiveness.Value.Float());
|
|
chance *= adjustedCoefficient;
|
|
}
|
|
}
|
|
|
|
var zombificationResistanceEv = new ZombificationResistanceQueryEvent(ProtectiveSlots);
|
|
RaiseLocalEvent(uid, zombificationResistanceEv);
|
|
chance *= zombificationResistanceEv.TotalCoefficient;
|
|
|
|
return MathF.Max(chance, zombieComponent.MinZombieInfectionChance);
|
|
}
|
|
|
|
private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
|
|
{
|
|
// this prevents a player using a zombie mouse as a weapon to infect people
|
|
if (!TryComp<ZombieComponent>(args.User, out _))
|
|
return;
|
|
|
|
foreach (var entity in args.HitEntities)
|
|
{
|
|
if (args.User == entity)
|
|
continue;
|
|
|
|
if (!TryComp<MobStateComponent>(entity, out var mobState))
|
|
continue;
|
|
|
|
var canZombify = !HasComp<ZombieComponent>(entity) && !HasComp<ZombieImmuneComponent>(entity);
|
|
if (canZombify && !HasComp<NonSpreaderZombieComponent>(args.User) && _random.Prob(GetZombieInfectionChance(entity, component)))
|
|
{
|
|
EnsureComp<PendingZombieComponent>(entity);
|
|
EnsureComp<ZombifyOnDeathComponent>(entity);
|
|
}
|
|
|
|
if (_mobState.IsIncapacitated(entity, mobState) && canZombify)
|
|
{
|
|
ZombifyEntity(entity);
|
|
args.BonusDamage = -args.BaseDamage;
|
|
}
|
|
else if (mobState.CurrentState == MobState.Alive) //heals when zombies bite live entities
|
|
{
|
|
_damageable.TryChangeDamage(uid, component.HealingOnBite, true, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is the function to call if you want to unzombify an entity.
|
|
/// </summary>
|
|
/// <param name="source">the entity having the ZombieComponent</param>
|
|
/// <param name="target">the entity you want to unzombify (different from source in case of cloning, for example)</param>
|
|
/// <param name="zombiecomp"></param>
|
|
/// <remarks>
|
|
/// this currently only restore the skin/eye color from before zombified
|
|
/// TODO: completely rethink how zombies are done to allow reversal.
|
|
/// </remarks>
|
|
public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp)
|
|
{
|
|
if (!Resolve(source, ref zombiecomp))
|
|
return false;
|
|
|
|
foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers)
|
|
{
|
|
_humanoidAppearance.SetBaseLayerColor(target, layer, info.Color);
|
|
_humanoidAppearance.SetBaseLayerId(target, layer, info.Id);
|
|
}
|
|
if (TryComp<HumanoidAppearanceComponent>(target, out var appcomp))
|
|
{
|
|
appcomp.EyeColor = zombiecomp.BeforeZombifiedEyeColor;
|
|
}
|
|
_humanoidAppearance.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor, false);
|
|
_bloodstream.ChangeBloodReagent(target, zombiecomp.BeforeZombifiedBloodReagent);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void OnZombieCloning(Entity<ZombieComponent> ent, ref CloningEvent args)
|
|
{
|
|
UnZombify(ent.Owner, args.CloneUid, ent.Comp);
|
|
}
|
|
|
|
// Make sure players that enter a zombie (for example via a ghost role or the mind swap spell) count as an antagonist.
|
|
private void OnMindAdded(Entity<ZombieComponent> ent, ref MindAddedMessage args)
|
|
{
|
|
if (!_role.MindHasRole<ZombieRoleComponent>(args.Mind))
|
|
_role.MindAddRole(args.Mind, "MindRoleZombie", mind: args.Mind.Comp);
|
|
}
|
|
|
|
// Remove the role when getting cloned, getting gibbed and borged, or leaving the body via any other method.
|
|
private void OnMindRemoved(Entity<ZombieComponent> ent, ref MindRemovedMessage args)
|
|
{
|
|
_role.MindRemoveRole<ZombieRoleComponent>((args.Mind.Owner, args.Mind.Comp));
|
|
}
|
|
}
|
|
}
|