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
This commit is contained in:
FungiFellow
2025-08-29 07:48:31 -04:00
committed by GitHub
parent 9be78ced63
commit 0bbe335a3a
2 changed files with 4 additions and 1 deletions

View File

@@ -16,6 +16,7 @@ public sealed class RandomSentienceRule : StationEventSystem<RandomSentienceRule
[Dependency] private readonly IPrototypeManager _prototype = default!; [Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
protected override void Started(EntityUid uid, RandomSentienceRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) protected override void Started(EntityUid uid, RandomSentienceRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{ {
if (!TryGetRandomStation(out var station)) if (!TryGetRandomStation(out var station))

View File

@@ -10,6 +10,7 @@ using Content.Server.Mind;
using Content.Server.NPC; using Content.Server.NPC;
using Content.Server.NPC.HTN; using Content.Server.NPC.HTN;
using Content.Server.NPC.Systems; using Content.Server.NPC.Systems;
using Content.Server.StationEvents.Components;
using Content.Server.Speech.Components; using Content.Server.Speech.Components;
using Content.Server.Temperature.Components; using Content.Server.Temperature.Components;
using Content.Shared.Body.Components; using Content.Shared.Body.Components;
@@ -106,7 +107,7 @@ public sealed partial class ZombieSystem
var zombiecomp = AddComp<ZombieComponent>(target); var zombiecomp = AddComp<ZombieComponent>(target);
//we need to basically remove all of these because zombies shouldn't //we need to basically remove all of these because zombies shouldn't
//get diseases, breath, be thirst, be hungry, die in space, have offspring or be paraplegic. //get diseases, breath, be thirst, be hungry, die in space, get double sentience, have offspring or be paraplegic.
RemComp<RespiratorComponent>(target); RemComp<RespiratorComponent>(target);
RemComp<BarotraumaComponent>(target); RemComp<BarotraumaComponent>(target);
RemComp<HungerComponent>(target); RemComp<HungerComponent>(target);
@@ -115,6 +116,7 @@ public sealed partial class ZombieSystem
RemComp<ReproductivePartnerComponent>(target); RemComp<ReproductivePartnerComponent>(target);
RemComp<LegsParalyzedComponent>(target); RemComp<LegsParalyzedComponent>(target);
RemComp<ComplexInteractionComponent>(target); RemComp<ComplexInteractionComponent>(target);
RemComp<SentienceTargetComponent>(target);
//funny voice //funny voice
var accentType = "zombie"; var accentType = "zombie";