Mega Antag Refactor (#25786)
* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
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@@ -1,4 +1,5 @@
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using System.Linq;
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using Content.Server.Actions;
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using Content.Server.Body.Systems;
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using Content.Server.Chat;
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using Content.Server.Chat.Systems;
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@@ -30,6 +31,7 @@ namespace Content.Server.Zombies
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
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[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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@@ -74,6 +76,8 @@ namespace Content.Server.Zombies
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}
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component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f);
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component.GracePeriod = _random.Next(component.MinInitialInfectedGrace, component.MaxInitialInfectedGrace);
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_actions.AddAction(uid, ref component.Action, component.ZombifySelfActionPrototype);
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}
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public override void Update(float frameTime)
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