Dehardcode zombie damage values (#36494)
* Quick, send it! * no spaces, no fun * Noooo I have to adhere to good code standards
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@@ -178,17 +178,7 @@ public sealed partial class ZombieSystem
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
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//This is done here because non-humanoids shouldn't get baller damage
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//This is done here because non-humanoids shouldn't get baller damage
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//lord forgive me for the hardcoded damage
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melee.Damage = zombiecomp.DamageOnBite;
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DamageSpecifier dspec = new()
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{
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DamageDict = new()
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{
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{ "Slash", 13 },
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{ "Piercing", 7 },
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{ "Structural", 10 }
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}
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};
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melee.Damage = dspec;
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// humanoid zombies get to pry open doors and shit
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// humanoid zombies get to pry open doors and shit
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var pryComp = EnsureComp<PryingComponent>(target);
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var pryComp = EnsureComp<PryingComponent>(target);
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@@ -127,6 +127,20 @@ public sealed partial class ZombieComponent : Component
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}
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}
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};
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};
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/// <summary>
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/// The damage dealt on bite, dehardcoded for your enjoyment
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/// </summary>
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[DataField]
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public DamageSpecifier DamageOnBite = new()
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{
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DamageDict = new()
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{
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{ "Slash", 13 },
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{ "Piercing", 7 },
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{ "Structural", 10 }
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}
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};
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/// <summary>
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/// <summary>
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/// Path to antagonist alert sound.
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/// Path to antagonist alert sound.
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/// </summary>
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/// </summary>
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