diff --git a/Content.Server/Zombies/ZombifyOnDeathSystem.cs b/Content.Server/Zombies/ZombifyOnDeathSystem.cs index 780b7c1b2d..76cfa96af5 100644 --- a/Content.Server/Zombies/ZombifyOnDeathSystem.cs +++ b/Content.Server/Zombies/ZombifyOnDeathSystem.cs @@ -29,6 +29,7 @@ using Content.Shared.Popups; using Content.Server.Atmos.Miasma; using Content.Server.IdentityManagement; using Content.Shared.Movement.Systems; +using Robust.Shared.Audio; namespace Content.Server.Zombies { @@ -91,8 +92,8 @@ namespace Content.Server.Zombies //you're a real zombie now, son. var zombiecomp = AddComp(target); - ///we need to basically remove all of these because zombies shouldn't - ///get diseases, breath, be thirst, be hungry, or die in space + //we need to basically remove all of these because zombies shouldn't + //get diseases, breath, be thirst, be hungry, or die in space RemComp(target); RemComp(target); RemComp(target); @@ -104,8 +105,8 @@ namespace Content.Server.Zombies var rotting = EnsureComp(target); rotting.DealDamage = false; - ///This is needed for stupid entities that fuck up combat mode component - ///in an attempt to make an entity not attack. This is the easiest way to do it. + //This is needed for stupid entities that fuck up combat mode component + //in an attempt to make an entity not attack. This is the easiest way to do it. RemComp(target); AddComp(target); @@ -114,8 +115,8 @@ namespace Content.Server.Zombies vocal.FemaleScream = scream; vocal.MaleScream = scream; - ///This is the actual damage of the zombie. We assign the visual appearance - ///and range here because of stuff we'll find out later + //This is the actual damage of the zombie. We assign the visual appearance + //and range here because of stuff we'll find out later var melee = EnsureComp(target); melee.Arc = zombiecomp.AttackArc; melee.ClickArc = zombiecomp.AttackArc; @@ -130,8 +131,8 @@ namespace Content.Server.Zombies _sharedHuApp.UpdateAppearance(target, appearance, huApComp); _sharedHuApp.ForceAppearanceUpdate(target, huApComp); - ///This is done here because non-humanoids shouldn't get baller damage - ///lord forgive me for the hardcoded damage + //This is done here because non-humanoids shouldn't get baller damage + //lord forgive me for the hardcoded damage DamageSpecifier dspec = new(); dspec.DamageDict.Add("Slash", 13); dspec.DamageDict.Add("Piercing", 7); @@ -142,8 +143,8 @@ namespace Content.Server.Zombies //The zombie gets the assigned damage weaknesses and strengths _damageable.SetDamageModifierSetId(target, "Zombie"); - ///This makes it so the zombie doesn't take bloodloss damage. - ///NOTE: they are supposed to bleed, just not take damage + //This makes it so the zombie doesn't take bloodloss damage. + //NOTE: they are supposed to bleed, just not take damage _bloodstream.SetBloodLossThreshold(target, 0f); //This is specifically here to combat insuls, because frying zombies on grilles is funny as shit. @@ -189,8 +190,8 @@ namespace Content.Server.Zombies ghostcomp.RoleRules = Loc.GetString("zombie-role-rules"); } - ///Goes through every hand, drops the items in it, then removes the hand - ///may become the source of various bugs. + //Goes through every hand, drops the items in it, then removes the hand + //may become the source of various bugs. foreach (var hand in _sharedHands.EnumerateHands(target)) { _sharedHands.SetActiveHand(target, hand);