Borgs (#18136)
* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
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@@ -21,7 +21,6 @@ using Content.Server.NPC;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.HTN;
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using Content.Server.NPC.Systems;
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using Content.Server.RoundEnd;
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using Content.Shared.Humanoid;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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@@ -30,12 +29,10 @@ using Content.Shared.Movement.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Popups;
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using Content.Shared.Roles;
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using Content.Shared.Tools;
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using Content.Shared.Tools.Components;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Zombies;
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using Robust.Shared.Audio;
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using Robust.Shared.Utility;
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namespace Content.Server.Zombies
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{
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@@ -87,7 +84,7 @@ namespace Content.Server.Zombies
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public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
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{
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//Don't zombfiy zombies
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if (HasComp<ZombieComponent>(target))
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if (HasComp<ZombieComponent>(target) || HasComp<ZombieImmuneComponent>(target))
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return;
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if (!Resolve(target, ref mobState, logMissing: false))
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