Merge branch 'master' into offmed-staging
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@@ -13,12 +13,10 @@ using Content.Server.NPC.HTN;
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using Content.Server.NPC.Systems;
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using Content.Server.StationEvents.Components;
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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.Body.Components;
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using Content.Shared.Chat;
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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.Damage.Components;
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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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@@ -44,6 +42,7 @@ using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.Roles;
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using Content.Shared.Temperature.Components;
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using Content.Shared._Offbrand.Wounds; // Offbrand
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namespace Content.Server.Zombies;
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@@ -191,7 +190,6 @@ public sealed partial class ZombieSystem
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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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@@ -291,8 +289,7 @@ public sealed partial class ZombieSystem
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tempComp.ColdDamage.ClampMax(0);
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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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_damageable.ClearAllDamage(target);
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_mobState.ChangeMobState(target, MobState.Alive);
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_faction.ClearFactions(target, dirty: false);
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