Make Zombie, Initial Infected fix (#26665)

Make zombie fix
This commit is contained in:
Wrexbe (Josh)
2024-04-04 01:37:50 -07:00
committed by GitHub
parent 827cd0f6e5
commit d9c1130d8c

View File

@@ -249,7 +249,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
_playerManager.Sessions,
component.PatientZeroPrototypeId,
includeAllJobs: false,
customExcludeCondition: player => HasComp<ZombieImmuneComponent>(player) || HasComp<InitialInfectedExemptComponent>(player)
customExcludeCondition: player => HasComp<ZombieImmuneComponent>(player) || HasComp<InitialInfectedExemptComponent>(player)
);
//And get all players, excluding ZombieImmune and roles with CanBeAntag = False - to fill any leftover initial infected slots
@@ -259,7 +259,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
acceptableAntags: Shared.Antag.AntagAcceptability.All,
includeAllJobs: false ,
ignorePreferences: true,
customExcludeCondition: HasComp<ZombieImmuneComponent>
customExcludeCondition: HasComp<ZombieImmuneComponent>
);
//If there are no players to choose, abort
@@ -293,6 +293,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
//Add the role to the mind silently (to avoid repeating job assignment)
_roles.MindAddRole(mind, new InitialInfectedRoleComponent { PrototypeId = component.PatientZeroPrototypeId }, silent: true);
EnsureComp<InitialInfectedComponent>(entity);
//Add the zombie components and grace period
var pending = EnsureComp<PendingZombieComponent>(entity);