Offbrand medical (#3366)

* Offbrand medical

* what if we regrade

* zombies are mostly there thats it thats a wrap xd

* here's changeling

* some bonus gut punches

* start working on the guidebook

* fix rsi and yaml lints

* my agrichem so fits

* we stay rejuvenated

* my china so laked

* debrute

* fix suicide

* fix the suicide tests

* my surgery so requires laying down

* the guidebook continues

* READ KEB PAGES

* keb vascular recoupler

* read keb medicine

* fix yaml lint

* fix the EntityRemoveConstructionGraphStep

* fix overlay init

* scalpels are not a food tool

* return of the programmer art

* my line so nieuw

* boxes deserve veins too

* mrrrp yaml

* what if we redid brain damage alerts

* bloot pressure

* kill mannitol drowsiness

* get licensed

* my read so me

* get feedbacked nerd

* fine-tune the heart stoppage conditions

* cryostasis adjustments, guidebook adjustments, fix negative strain issues

* my surgery so table

* fix heart surgery and guidebook

* medicine & defibrillator pass

* iv bags and stands

* prefills

* janet gets very sidetracked

* mostly finished iv stuff

* what if we fixed the guidebook

* halve decapoid cryostasis

* my medicines so IV

* finetune cryostasis

* less logspam

* metabolism-aware iv stands and cryopods

* give people painkillers

* yaml lint real

* fix blood build

* finish rebase

* tidy up localization

* clean up my yaml beasties...

* soft curve after exceeding maximum damage

* husks/bonedeaths

Grabbag of Offmed fixes & improvements (#3461)

* CPR moment

* Mob AI fix

* Fix brain oxygenation not updating on regeneration

* sorry gamers you cannot resist the pull

* Troll combat abilities more in softcrit

praying rn (#3467)

dont have CPR be 50% (#3468)

Make offbrand murder easier to contend with (#3473)

* e

* disrupt people in softcrit when attacking them

* ok gamers we're gaming

* forgor

Hopefully final pass before Offbrand merge (#3475)

First pass of Offbrand adjustments (#3477)

Swap blood pressure values in health analyzer (#3476)

Systolic over diastolic

Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com>

Offbrand pass 2: Mostly bugfixes (#3480)

Fix zeds causing PVS reloads (#3482)

Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481)

* set up surgery ui

* test fail real

Pain/braingasps (#3487)

Offmed bundle 5 - the evil one (#3489)

* Evil cavity surgery

* les borgues

* nicotine moment

* epinephrine RNG

* legalese

* test fail real

* ok jamers cope with c4

Pass 6
This commit is contained in:
pathetic meowmeow
2025-09-13 23:15:18 -04:00
committed by Janet Blackquill
parent 398c8df343
commit 8894eca118
451 changed files with 16350 additions and 347 deletions

View File

@@ -44,6 +44,7 @@ using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Content.Shared.NPC.Prototypes;
using Content.Shared.Roles;
using Content.Shared._Offbrand.Wounds; // Offbrand
namespace Content.Server.Zombies;
@@ -77,6 +78,8 @@ public sealed partial class ZombieSystem
private static readonly ProtoId<NpcFactionPrototype> ZombieFaction = "Zombie";
private static readonly string MindRoleZombie = "MindRoleZombie";
private static readonly List<ProtoId<AntagPrototype>> BannableZombiePrototypes = ["Zombie"];
private static readonly EntProtoId AddOnWoundableZombified = "AddOnWoundableZombified"; // Offbrand
private static readonly EntProtoId AddOnAnyZombified = "AddOnAnyZombified"; // Offbrand
/// <summary>
/// Handles an entity turning into a zombie when they die or go into crit
@@ -144,6 +147,36 @@ public sealed partial class ZombieSystem
RemComp<ComplexInteractionComponent>(target);
RemComp<SentienceTargetComponent>(target);
// Begin Offbrand
if (RemComp<WoundableComponent>(target))
{
RemComp<HeartrateComponent>(target);
RemComp<HeartDefibrillatableComponent>(target);
RemComp<HeartStopOnHypovolemiaComponent>(target);
RemComp<HeartStopOnHighStrainComponent>(target);
RemComp<HeartStopOnBrainHealthComponent>(target);
RemComp<PainComponent>(target);
RemComp<HeartrateAlertsComponent>(target);
RemComp<ShockThresholdsComponent>(target);
RemComp<ShockAlertsComponent>(target);
RemComp<BrainDamageComponent>(target);
RemComp<BrainDamageOxygenationComponent>(target);
RemComp<BrainDamageThresholdsComponent>(target);
RemComp<BrainDamageOnDamageComponent>(target);
RemComp<HeartDamageOnDamageComponent>(target);
RemComp<MaximumDamageComponent>(target);
RemComp<CprTargetComponent>(target);
RemComp<Content.Server.Construction.Components.ConstructionComponent>(target);
RemComp<CryostasisFactorComponent>(target);
RemComp<UniqueWoundOnDamageComponent>(target);
RemComp<IntrinsicPainComponent>(target);
var entProto = _protoManager.Index(AddOnWoundableZombified);
EntityManager.RemoveComponents(target, entProto.Components);
EntityManager.AddComponents(target, entProto.Components);
}
// End Offbrand
//funny voice
var accentType = "zombie";
if (TryComp<ZombieAccentOverrideComponent>(target, out var accent))
@@ -227,11 +260,18 @@ public sealed partial class ZombieSystem
//The zombie gets the assigned damage weaknesses and strengths
_damageable.SetDamageModifierSetId(target, "Zombie");
// Begin Offbrand
var allProto = _protoManager.Index(AddOnAnyZombified);
EntityManager.RemoveComponents(target, allProto.Components);
EntityManager.AddComponents(target, allProto.Components);
// End Offbrand
//This makes it so the zombie doesn't take bloodloss damage.
//NOTE: they are supposed to bleed, just not take damage
_bloodstream.SetBloodLossThreshold(target, 0f);
//Give them zombie blood
_bloodstream.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
_bloodstream.FlushChemicals(target, null, 100); // Offbrand
//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
_inventory.TryUnequip(target, "gloves", true, true);
@@ -256,6 +296,11 @@ public sealed partial class ZombieSystem
_faction.ClearFactions(target, dirty: false);
_faction.AddFaction(target, ZombieFaction);
// Begin Offbrand
var rejuv = new Content.Shared.Rejuvenate.RejuvenateEvent();
RaiseLocalEvent(target, rejuv);
// End Offbrand
//gives it the funny "Zombie ___" name.
_nameMod.RefreshNameModifiers(target);