* 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
This commit is contained in:
Nemanja
2023-08-12 17:39:58 -04:00
committed by GitHub
parent ac4f496535
commit 98fa00a21f
314 changed files with 7094 additions and 484 deletions

View File

@@ -21,7 +21,6 @@ using Content.Server.NPC;
using Content.Server.NPC.Components;
using Content.Server.NPC.HTN;
using Content.Server.NPC.Systems;
using Content.Server.RoundEnd;
using Content.Shared.Humanoid;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
@@ -30,12 +29,10 @@ using Content.Shared.Movement.Systems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Popups;
using Content.Shared.Roles;
using Content.Shared.Tools;
using Content.Shared.Tools.Components;
using Content.Shared.Weapons.Melee;
using Content.Shared.Zombies;
using Robust.Shared.Audio;
using Robust.Shared.Utility;
namespace Content.Server.Zombies
{
@@ -87,7 +84,7 @@ namespace Content.Server.Zombies
public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
{
//Don't zombfiy zombies
if (HasComp<ZombieComponent>(target))
if (HasComp<ZombieComponent>(target) || HasComp<ZombieImmuneComponent>(target))
return;
if (!Resolve(target, ref mobState, logMissing: false))