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:
committed by
Janet Blackquill
parent
398c8df343
commit
8894eca118
@@ -44,6 +44,7 @@ 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._Offbrand.Wounds; // Offbrand
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namespace Content.Server.Zombies;
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@@ -77,6 +78,8 @@ public sealed partial class ZombieSystem
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private static readonly ProtoId<NpcFactionPrototype> ZombieFaction = "Zombie";
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private static readonly string MindRoleZombie = "MindRoleZombie";
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private static readonly List<ProtoId<AntagPrototype>> BannableZombiePrototypes = ["Zombie"];
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private static readonly EntProtoId AddOnWoundableZombified = "AddOnWoundableZombified"; // Offbrand
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private static readonly EntProtoId AddOnAnyZombified = "AddOnAnyZombified"; // Offbrand
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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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@@ -144,6 +147,36 @@ public sealed partial class ZombieSystem
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RemComp<ComplexInteractionComponent>(target);
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RemComp<SentienceTargetComponent>(target);
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// Begin Offbrand
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if (RemComp<WoundableComponent>(target))
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{
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RemComp<HeartrateComponent>(target);
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RemComp<HeartDefibrillatableComponent>(target);
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RemComp<HeartStopOnHypovolemiaComponent>(target);
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RemComp<HeartStopOnHighStrainComponent>(target);
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RemComp<HeartStopOnBrainHealthComponent>(target);
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RemComp<PainComponent>(target);
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RemComp<HeartrateAlertsComponent>(target);
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RemComp<ShockThresholdsComponent>(target);
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RemComp<ShockAlertsComponent>(target);
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RemComp<BrainDamageComponent>(target);
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RemComp<BrainDamageOxygenationComponent>(target);
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RemComp<BrainDamageThresholdsComponent>(target);
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RemComp<BrainDamageOnDamageComponent>(target);
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RemComp<HeartDamageOnDamageComponent>(target);
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RemComp<MaximumDamageComponent>(target);
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RemComp<CprTargetComponent>(target);
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RemComp<Content.Server.Construction.Components.ConstructionComponent>(target);
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RemComp<CryostasisFactorComponent>(target);
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RemComp<UniqueWoundOnDamageComponent>(target);
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RemComp<IntrinsicPainComponent>(target);
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var entProto = _protoManager.Index(AddOnWoundableZombified);
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EntityManager.RemoveComponents(target, entProto.Components);
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EntityManager.AddComponents(target, entProto.Components);
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}
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// End Offbrand
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//funny voice
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var accentType = "zombie";
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if (TryComp<ZombieAccentOverrideComponent>(target, out var accent))
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@@ -227,11 +260,18 @@ public sealed partial class ZombieSystem
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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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// Begin Offbrand
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var allProto = _protoManager.Index(AddOnAnyZombified);
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EntityManager.RemoveComponents(target, allProto.Components);
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EntityManager.AddComponents(target, allProto.Components);
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// End Offbrand
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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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_bloodstream.FlushChemicals(target, null, 100); // Offbrand
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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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@@ -256,6 +296,11 @@ public sealed partial class ZombieSystem
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_faction.ClearFactions(target, dirty: false);
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_faction.AddFaction(target, ZombieFaction);
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// Begin Offbrand
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var rejuv = new Content.Shared.Rejuvenate.RejuvenateEvent();
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RaiseLocalEvent(target, rejuv);
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// End Offbrand
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//gives it the funny "Zombie ___" name.
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_nameMod.RefreshNameModifiers(target);
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