mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
+27









deltanedas
slarticodefast
Nemanja
Vasilis
plykiya
deltanedas
Killerqu00
Brandon Hu
Zachary Yona
Zachary Yona
Plykiya
PJBot
Alzore
Kara
EmoGarbage404
Ubaser
Token
Cojoke
LeoSantich
nikthechampiongr
pigeonpeas
Ed
PoorMansDreams
IgorAnt028
NotSoDamn
Errant
DrSmugleaf
Velcroboy
Jeff
themias
Eris
FATFSAAM2
to4no_fix
Mervill
Nim
IProduceWidgets
SlamBamActionman
f941121384
* uncomment grappling gun * Remove rest of Geras files (#30912) remove remaining geras stuff * tweak(AgeRequirement): Make the requiredAge more sensible (#30913) * chrore(ageRequirement): fix grammar. atleast -> at least (#30914) * Minor sprite fix to inhand med hardsuits and HoS turtleneck jumpsuit (#30918) * Fixes inhand hardsuit cross color from https://github.com/space-wizards/space-station-14/issues/26516#issue-2213917971 * Fixed HoS Turtle not covering all butt pixels --------- Co-authored-by: Zachary Yona <magicalusf@gmail.com> * Add execution component to all energy sword weapons (#30909) Co-authored-by: plykiya <plykiya@protonmail.com> * Automatic changelog update * chore(grammar): correct some mistakes (#30916) * Add diamond mining drills, buff regular mining drills (#30814) * why do I have to change so much just to add drills * diamon * Automatic changelog update * give trash a reusable entity table (#30921) * Contraband marking & examining (#28688) * System & loc strings * pass over syndie contraband * fixes * grand theft pass * contrabandexamine -> contraband * examine text generation update * all composition parents necessary * bring back minor contra so it has a less confusing message * minor * weapon pass * jumpsuit pass * feet pass * AUUUUUUUUUGHHHHHHHHHHHHHHHHHH * head * AUUUUGH * ear * belt * back * fix * bro * rename for more clarity * do da review * add cvar for contraband examine --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Automatic changelog update * Removes variant cube migration (#30934) add * First Review Pass Contraband Fixes (#30930) * First pass contra fix * bam * More * Security crates are now marked as security restricted * Syndicate raid suit is contra * damn I forgot gatfruit * Add conducting gloves to the maintenance loot table (#30904) * add * lower weight * Fix DoDrop to DropNextTo in container cases (#30911) * Fix DoDrop to DropNextTo in container cases DoDrop is too heavy to calculation. In any other case we should use alternatives, for example DropNextTo helper method * codestyle change * Fix Reagent Fire Stacks (#30766) * Fix Reagent Fire Stacks * Comments on code * little nicer wording? * Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratva… (#30954) Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratvar, per issue #30719. * Automatic changelog update * Fix permission check for whitelists in player panel (#30948) * Automatic changelog update * Grey mantle in winterdrobe (#29774) * add the mantle * fix a few things * fix merge conflict stuff, remove from winterdrobe and lathe. * Add mantle to loadouts (20 hour requirement) * Automatic changelog update * Sliceable doAfter (#30824) * init * wtf git * Automatic changelog update * Add capfruit, a gatfruit mutation. (#30850) * add base * add fake suffix and flavor fix * address some reviews * parent it * fix test fail * add FoodSequence support and address small review * Automatic changelog update * Fixes the grey mantle (#30971) add the thing i missed * Add keybinds for rotating and flipping objects (#30540) * add keybinds for rotating and flipping objects * no popup for verbs * Automatic changelog update * tweak(Shuttle_honki): Remove DeviceQuantumSpinInverter from honki shuttle. (#30618) * Make the Borgs Names Appear When they Make an Announcement (#30107) * Make the Borgs Names Appear When they Make an Announcement * bwomp * re-order * Use Name instead of metadata * goiup * Automatic changelog update * disable contraband examine * rename our SliceFoodEvent * Throngler Plushie Sprite (#30969) Throngonkler Plush sprite * Fix bug with rotating shelves (#30978) * Main * Update shelfs.yml * Little bug fix * No weather on concrete tiles (#30952) * concrete weather * miss * development build ghostrole lottery changes (#30980) debug ghostrole lottery changes * Automatic changelog update * Add a saline syringe to the combat medical kit (#29954) saline * Automatic changelog update * fix the admin verbs trying to kill players by filling their lungs with plasma (#30991) fix the admin tools trying to kill players by filling their lungs with plasma * Custom Taco & Kebabs - FoodSequence 2 (#30905) * control layer ordering * sprite update * taco! * taco naming gen * fix separator naming * some proto fixes * default naming separation * fix taco naming * rat update * hamsterburger * organs taco * remove from spawners * fixes * fix separators and lemons * Update food-sequence.ftl * randomization offset * fix * kebabs refactor * fix * skewer weapon * Update food_single.yml * Update migration.yml * suppermatter * hamlet centered * hamsburger * Update dead-0.png * 20 -> 4 burger layers max * Update burger.yml * canReact: false * capfruit update * Update burger.yml * Update burger.yml * Update produce.yml * some fixes * Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * chicken * Update food-sequence.ftl * documentation * fixes * Update meat.yml * Update meat.yml --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Fix popups not working properly with an eye offset (#30990) * Adds a random smokable spawner (#30870) * Textures to make lamps mappable to East/West. * Adds a random smokable spawner * remove double derma * Increase chance for just basic cig * Update to enitity tables * Tweak values * Remove space --------- Co-authored-by: Jeff <velcroboy333@hotmail.com> * Fix lizards being unable to eat custom burgers (#31005) * Fix lizards being unable to eat custom burgers * ensure tag comp * Automatic changelog update * Sedin (#27110) * Sedin * almost forgot this. * what * Did a few fixes, tried to readd popup * Fix popup, ready for merge * minor change * Generalize seed removal/destruction system, add popups in general. * fix * fix (again) * deadcode is no more * Sedin buff (nerfing the recipe soon) * godont * webedit moment ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit * CRIKEY * Revert "CRIKEY" This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee. I was not supposed to commit that >:/ * Alright, it should be good now but I havent tested it * ready for merge/review * prob -> probability * Requested changes nodoc * Review nodoc * documento * thumb up emoji * Automatic changelog update * Adds a Dinky Star Sticker for security officers (#29767) * Sec-Star-TASTIC * fix license * now counts as trash * Sticks to people + wearable * no more sticky * no more sticky * mystery-space * Update Loadout Yaml * Automatic changelog update * tweak(hospital): Reduce diamond stack from 30 to 1 (#31027) * tweak(experiment): Reduce diamond stack from 30 to 1 (#31025) * replace mapped diamond stacks with single * Figurine voicelines (#30865) * initial commit * tweaks to the new voice lines capitalizations of I's and the Y on hos 3 voice lines also changed the captain figuring voice line 2 to something completely different * capitalized one letter man i really suck at capitalization * more capitalization i never thought this pr would need so many changes * changed one comma to a dot * Update Resources/Locale/en-US/datasets/figurines.ftl Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Adding shock collar and electropack (#30529) * Adding shock collar with the new ShockOnTrigger * Cleaning and updating the shock collar * Add StripDelay datafield to ClothingComponent * Adding SelfUnremovableClothingComponent * ShockCollar Update * Correction of the shock collar * Correction of the shock collar 2 * Renaming the DamageSpecifier DataField to Damage * Fixing the damage field in ShockCollar * Cleaning the ShockCollar * Renaming ShockCollar to ClothingNeckShockCollar * Adding ClothingNeckShockCollar as a stealTarget to a thief * Fixing a typo of the sprite path in ClothingNeckShockCollar * Cleaning the ShockOnTriggerComponent * Revision of SelfUnremovableClothing * Adding a ClothingBackpackElectropack * Sprite fix * Code review * Shock Collar sprite update * add commit hash --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Greatly improve the usability of the Gas Analyzer. (#30763) * greatly improve how the gas analyzer behaves * don't close the analyzer when the object goes out of range * cleanup * always switch to the device tab when a new device is analyzed * modern api part one * modern api part 2 * modern api part three * file scope namespace * Automatic changelog update * Fix false and true in player-panel.ftl (#31043) Fix false and true in player-panel Add a new True string * Contra Review Passs - Round 2 (#30942) * Contra pass round two * command too * Stamps * oopsied a bracket * Namespace cleanup around Mind Roles (#30965) * namespaces * Comment does not need a semicolon --------- Co-authored-by: Vasilis <vascreeper@yahoo.com> * Contraband Review Pass - The Threequel (#30970) Contraband pass number three * Golden toilet (#31049) * golden toilet * Destructible * sprite * fix * copyright * Automatic changelog update * Salvage Spawners (#31020) * treasure entities and spawners * no more smiles * remove nyano shock collar code * Event scheduler setting tweaks (#31018) tweaks * Automatic changelog update * remove meteor swarms rule for a moment * Revamped Meteor Swarm (#28974) * meteor code and balanced values * Meteor Swarms * Update meteors.yml * Update meteors.yml * HOO! (fix overkill bug and buff space dust) * undo BloodstreamComponent.cs changes * DamageDistribution -> DamageTypes * part 2. * Missing meteor presets (#29044) * add meteors into missing game presets * changes for real * implement code * this too * Meteors now leave behind a bit of ore (#30419) * Meteors that leave behind asteroid ore * bigger offset * Bit more generic * Better defaults * hrm? * I HATE CUSTOM SERIALIZERS * More comments * renamed a variable --------- Co-authored-by: plykiya <plykiya@protonmail.com> * refactor event schedulers to use explicit game rules (#29320) * works, still has testing values, im sure I did stupid shit. * shitvent crapfactor * snap extra word out of existence * shit I died of old * remove useless inaccurate design comments * Oopsie, handle requirement params in RandomRuleSystem too * I'm a slash slinging hasher * Address reviews, add admin alerts I forgor * EntityMan saves the day * address reviews 1 * eh, I actually don't care about the cargo gifts thing. * started * Do reviews * you actually meant 1.2 lmao * dependency inheritance is a fickle bitch * I have no idea. * Threads are for sheets not computers. * fix traitor rule test * fix round type tattling * break things * It worky * Toolshed makes we want to drink depresso. * Finished? * remove debug values * timings * use defaults * alphabetize * bobby drop tables * Float required fr fr * continue * more continence * uno mas * obsolution * cleanup and documentations * Yell at self * use the right value defaults * housekeeping * Event scheduler setting tweaks (#31018) tweaks * Automatic changelog update * remove(NukeopsRuleComponent): Remove a trap from the component file (#31029) ah * Fix bug with holding objects (#31009) Main * Automatic changelog update * Replace obsolete map functions in IconSmoothSystem (#30958) * first part * second part * Automatic changelog update * Fix reagents with ReagentData being duplicated (#30983) Initial commit * :trollface: * :trollface: * actually untroll * a * 50 burger * add back old meteor code * fix * use some live config options in dev * remove old shock collar icon * make ammo more consistent and work more * clean up lathes diff to upstream * a * move rubber bullets to deltav folder * a * untroll * more untrolls * more untrolls * untroll * :trollface: * a * b * remove it for real * add missing lathe recipes * replace cvars with component field * remove taco from roboisseur * migrate cardboard box with smg mags * remove kebabs * a --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: Zachary Yona <58833995+Magicalus@users.noreply.github.com> Co-authored-by: Zachary Yona <magicalusf@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: plykiya <plykiya@protonmail.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Token <esil.bektay@yandex.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: LeoSantich <108027402+LeoSantich@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: PoorMansDreams <150595537+PoorMansDreams@users.noreply.github.com> Co-authored-by: IgorAnt028 <118114530+IgorAnt028@users.noreply.github.com> Co-authored-by: NotSoDamn <75203942+NotSoDana@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Jeff <velcroboy333@hotmail.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com> Co-authored-by: FATFSAAM2 <saamboroujerdi@gmail.com> Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: Mervill <mervills.email@gmail.com> Co-authored-by: Vasilis <vascreeper@yahoo.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
296 lines
12 KiB
C#
296 lines
12 KiB
C#
using Content.Server.Actions;
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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.Roles.Components;
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using Content.Server.Humanoid;
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using Content.Server.IdentityManagement;
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using Content.Server.Inventory;
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using Content.Server.Mind;
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using Content.Server.Mind.Commands;
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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.Roles;
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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;
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using Content.Shared.CombatMode;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Damage;
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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.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.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.Roles;
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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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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 SharedHandsSystem _hands = default!;
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[Dependency] private readonly ServerInventorySystem _inventory = default!;
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[Dependency] private readonly NpcFactionSystem _faction = default!;
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[Dependency] private readonly NPCSystem _npc = 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 MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly IChatManager _chatMan = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly SharedRoleSystem _roles = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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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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//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, 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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if (TryComp<PsionicComponent>(target, out var psionic)) // DeltaV - Prevent psionic zombies
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{
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if (psionic.ActivePowers.Count > 0)
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{
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foreach (var power in psionic.ActivePowers)
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{
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RemComp(target, power);
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}
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psionic.ActivePowers.Clear();
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}
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RemComp<PsionicComponent>(target);
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}
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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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_combat.SetInCombatMode(target, true, 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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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))
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zombiecomp.BeforeZombifiedBloodReagent = stream.BloodReagent;
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_humanoidAppearance.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
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// Messing with the eye layer made it vanish upon cloning, and also it didn't even appear right
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huApComp.EyeColor = zombiecomp.EyeColor;
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// this might not resync on clone?
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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//This is done here because non-humanoids shouldn't get baller damage
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//lord forgive me for the hardcoded damage
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DamageSpecifier dspec = new()
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{
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DamageDict = new()
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{
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{ "Slash", 13 },
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{ "Piercing", 7 },
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{ "Structural", 10 }
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}
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};
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melee.Damage = dspec;
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// humanoid zombies get to pry open doors and shit
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var pryComp = EnsureComp<PryingComponent>(target);
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pryComp.SpeedModifier = 0.75f;
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pryComp.PryPowered = true;
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pryComp.Force = true;
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Dirty(target, pryComp);
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}
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Dirty(target, melee);
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//The zombie gets the assigned damage weaknesses and strengths
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_damageable.SetDamageModifierSetId(target, "Zombie");
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//This makes it so the zombie doesn't take bloodloss damage.
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//NOTE: they are supposed to bleed, just not take damage
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_bloodstream.SetBloodLossThreshold(target, 0f);
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//Give them zombie blood
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_bloodstream.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
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//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
|
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_inventory.TryUnequip(target, "gloves", true, true);
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//Should prevent instances of zombies using comms for information they shouldnt be able to have.
|
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_inventory.TryUnequip(target, "ears", true, true);
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|
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//popup
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_popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
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|
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//Make it sentient if it's an animal or something
|
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MakeSentientCommand.MakeSentient(target, EntityManager);
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|
|
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//Make the zombie not die in the cold. Good for space zombies
|
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if (TryComp<TemperatureComponent>(target, out var tempComp))
|
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tempComp.ColdDamage.ClampMax(0);
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|
|
|
//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);
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|
|
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_faction.ClearFactions(target, dirty: false);
|
|
_faction.AddFaction(target, "Zombie");
|
|
|
|
//gives it the funny "Zombie ___" name.
|
|
_nameMod.RefreshNameModifiers(target);
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|
|
|
_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 _);
|
|
if (hasMind && _mind.TryGetSession(mindId, out var session))
|
|
{
|
|
//Zombie role for player manifest
|
|
_roles.MindAddRole(mindId, new ZombieRoleComponent { PrototypeId = zombiecomp.ZombieRoleId });
|
|
|
|
//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);
|
|
}
|
|
}
|