Cloning Refactor and bugfixes (#35555)
* cloning refactor * cleanup and fixes * don't pick from 0 * give dwarves the correct species * fix dna and bloodstream reagent data cloning * don't copy helmets * be less redundant
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@@ -24,11 +24,11 @@ using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nutrition.AnimalHusbandry;
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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.Weapons.Melee;
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using Content.Shared.Zombies;
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using Content.Shared.Prying.Components;
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@@ -58,8 +58,8 @@ public sealed partial class ZombieSystem
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly NPCSystem _npc = default!;
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[Dependency] private readonly SharedRoleSystem _roles = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly NameModifierSystem _nameMod = default!;
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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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@@ -235,7 +235,7 @@ public sealed partial class ZombieSystem
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if (hasMind && _mind.TryGetSession(mindId, out var session))
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{
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//Zombie role for player manifest
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_roles.MindAddRole(mindId, "MindRoleZombie", mind: null, silent: true);
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_role.MindAddRole(mindId, "MindRoleZombie", mind: null, silent: true);
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//Greeting message for new bebe zombers
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_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
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