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+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
269 lines
12 KiB
C#
269 lines
12 KiB
C#
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.Components;
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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.CombatMode;
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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.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Systems;
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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.Tools.Components;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Zombies;
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using Robust.Shared.Audio;
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using Content.Shared.Prying.Components;
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namespace Content.Server.Zombies
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{
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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 MobThresholdSystem _mobThreshold = 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 BOY. 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, or die in space
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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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//funny voice
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EnsureComp<ReplacementAccentComponent>(target).Accent = "zombie";
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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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_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.Range = 1.2f;
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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(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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//popup
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_popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
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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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//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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_mobThreshold.SetAllowRevives(target, true);
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//Heals the zombie from all the damage it took while human
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if (TryComp<DamageableComponent>(target, out var damageablecomp))
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_damageable.SetAllDamage(target, damageablecomp, 0);
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_mobState.ChangeMobState(target, MobState.Alive);
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_mobThreshold.SetAllowRevives(target, false);
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var factionComp = EnsureComp<NpcFactionMemberComponent>(target);
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foreach (var id in new List<string>(factionComp.Factions))
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{
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_faction.RemoveFaction(target, id);
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}
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_faction.AddFaction(target, "Zombie");
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//gives it the funny "Zombie ___" name.
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var meta = MetaData(target);
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zombiecomp.BeforeZombifiedEntityName = meta.EntityName;
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_metaData.SetEntityName(target, Loc.GetString("zombie-name-prefix", ("target", meta.EntityName)), meta);
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_identity.QueueIdentityUpdate(target);
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//He's gotta have a mind
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var hasMind = _mind.TryGetMind(target, out var mindId, out _);
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if (hasMind && _mind.TryGetSession(mindId, out var session))
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{
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//Zombie role for player manifest
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_roles.MindAddRole(mindId, new ZombieRoleComponent { PrototypeId = zombiecomp.ZombieRoleId });
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//Greeting message for new bebe zombers
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_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
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// Notificate player about new role assignment
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_audio.PlayGlobal(zombiecomp.GreetSoundNotification, session);
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}
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else
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{
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var htn = EnsureComp<HTNComponent>(target);
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htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
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htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
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_npc.WakeNPC(target, htn);
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}
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if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !hasMind) //this specific component gives build test trouble so pop off, ig
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{
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//yet more hardcoding. Visit zombie.ftl for more information.
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var ghostRole = EnsureComp<GhostRoleComponent>(target);
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EnsureComp<GhostTakeoverAvailableComponent>(target);
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ghostRole.RoleName = Loc.GetString("zombie-generic");
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ghostRole.RoleDescription = Loc.GetString("zombie-role-desc");
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ghostRole.RoleRules = Loc.GetString("zombie-role-rules");
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}
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if (TryComp<HandsComponent>(target, out var handsComp))
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{
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_hands.RemoveHands(target);
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RemComp(target, handsComp);
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}
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// No longer waiting to become a zombie:
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// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
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RemCompDeferred<PendingZombieComponent>(target);
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//zombie gamemode stuff
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var ev = new EntityZombifiedEvent(target);
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RaiseLocalEvent(target, ref ev, true);
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//zombies get slowdown once they convert
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_movementSpeedModifier.RefreshMovementSpeedModifiers(target);
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}
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}
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}
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