225 lines
8.8 KiB
C#
225 lines
8.8 KiB
C#
using System.Linq;
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using Content.Server.Body.Systems;
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using Content.Server.Chat;
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using Content.Server.Chat.Systems;
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using Content.Server.Cloning;
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using Content.Server.Drone.Components;
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using Content.Server.Humanoid;
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using Content.Server.Inventory;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Chemistry.Components;
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using Content.Server.Emoting.Systems;
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using Content.Server.Speech.EntitySystems;
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using Content.Shared.Damage;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Zombies;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Zombies
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{
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public sealed class ZombieSystem : SharedZombieSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
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[Dependency] private readonly ServerInventorySystem _inv = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
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[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ZombieComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<ZombieComponent, EmoteEvent>(OnEmote, before:
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new []{typeof(VocalSystem), typeof(BodyEmotesSystem)});
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SubscribeLocalEvent<ZombieComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<ZombieComponent, MobStateChangedEvent>(OnMobState);
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SubscribeLocalEvent<ZombieComponent, CloningEvent>(OnZombieCloning);
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SubscribeLocalEvent<ZombieComponent, TryingToSleepEvent>(OnSleepAttempt);
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SubscribeLocalEvent<PendingZombieComponent, MapInitEvent>(OnPendingMapInit);
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}
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private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, MapInitEvent args)
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{
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component.NextTick = _timing.CurTime;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<PendingZombieComponent>();
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var curTime = _timing.CurTime;
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.NextTick < curTime)
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continue;
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comp.NextTick += TimeSpan.FromSeconds(1);
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_damageable.TryChangeDamage(uid, comp.Damage, true, false);
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}
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}
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private void OnSleepAttempt(EntityUid uid, ZombieComponent component, ref TryingToSleepEvent args)
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{
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args.Cancelled = true;
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}
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private void OnStartup(EntityUid uid, ZombieComponent component, ComponentStartup args)
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{
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if (component.EmoteSoundsId == null)
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return;
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_protoManager.TryIndex(component.EmoteSoundsId, out component.EmoteSounds);
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}
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private void OnEmote(EntityUid uid, ZombieComponent component, ref EmoteEvent args)
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{
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// always play zombie emote sounds and ignore others
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if (args.Handled)
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return;
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args.Handled = _chat.TryPlayEmoteSound(uid, component.EmoteSounds, args.Emote);
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}
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private void OnMobState(EntityUid uid, ZombieComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Alive)
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{
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// Groaning when damaged
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EnsureComp<EmoteOnDamageComponent>(uid);
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_emoteOnDamage.AddEmote(uid, "Scream");
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// Random groaning
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EnsureComp<AutoEmoteComponent>(uid);
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_autoEmote.AddEmote(uid, "ZombieGroan");
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}
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else
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{
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// Stop groaning when damaged
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_emoteOnDamage.RemoveEmote(uid, "Scream");
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// Stop random groaning
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_autoEmote.RemoveEmote(uid, "ZombieGroan");
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}
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}
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private float GetZombieInfectionChance(EntityUid uid, ZombieComponent component)
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{
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var baseChance = component.MaxZombieInfectionChance;
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if (!TryComp<InventoryComponent>(uid, out var inventoryComponent))
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return baseChance;
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var enumerator =
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new InventorySystem.ContainerSlotEnumerator(uid, inventoryComponent.TemplateId, _protoManager, _inv,
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SlotFlags.FEET |
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SlotFlags.HEAD |
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SlotFlags.EYES |
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SlotFlags.GLOVES |
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SlotFlags.MASK |
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SlotFlags.NECK |
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SlotFlags.INNERCLOTHING |
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SlotFlags.OUTERCLOTHING);
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var items = 0f;
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var total = 0f;
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while (enumerator.MoveNext(out var con))
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{
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total++;
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if (con.ContainedEntity != null)
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items++;
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}
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var max = component.MaxZombieInfectionChance;
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var min = component.MinZombieInfectionChance;
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//gets a value between the max and min based on how many items the entity is wearing
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var chance = (max-min) * ((total - items)/total) + min;
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return chance;
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}
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private void OnMeleeHit(EntityUid uid, ZombieComponent component, MeleeHitEvent args)
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{
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if (!EntityManager.TryGetComponent<ZombieComponent>(args.User, out var zombieComp))
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return;
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if (!args.HitEntities.Any())
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return;
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foreach (var entity in args.HitEntities)
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{
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if (args.User == entity)
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continue;
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if (!TryComp<MobStateComponent>(entity, out var mobState) || HasComp<DroneComponent>(entity))
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continue;
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if (_random.Prob(GetZombieInfectionChance(entity, component)))
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{
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EnsureComp<PendingZombieComponent>(entity);
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EnsureComp<ZombifyOnDeathComponent>(entity);
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}
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if (HasComp<ZombieComponent>(entity))
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args.BonusDamage = -args.BaseDamage * zombieComp.OtherZombieDamageCoefficient;
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if ((mobState.CurrentState == MobState.Dead || mobState.CurrentState == MobState.Critical)
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&& !HasComp<ZombieComponent>(entity))
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{
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_zombify.ZombifyEntity(entity);
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args.BonusDamage = -args.BaseDamage;
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}
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else if (mobState.CurrentState == MobState.Alive) //heals when zombies bite live entities
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{
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var healingSolution = new Solution();
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healingSolution.AddReagent("Bicaridine", 1.00); //if OP, reduce/change chem
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_bloodstream.TryAddToChemicals(args.User, healingSolution);
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}
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}
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}
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/// <summary>
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/// This is the function to call if you want to unzombify an entity.
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/// </summary>
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/// <param name="source">the entity having the ZombieComponent</param>
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/// <param name="target">the entity you want to unzombify (different from source in case of cloning, for example)</param>
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/// <remarks>
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/// this currently only restore the name and skin/eye color from before zombified
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/// TODO: reverse everything else done in ZombifyEntity
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/// </remarks>
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public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent? zombiecomp)
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{
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if (!Resolve(source, ref zombiecomp))
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return false;
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foreach (var (layer, info) in zombiecomp.BeforeZombifiedCustomBaseLayers)
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{
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_humanoidSystem.SetBaseLayerColor(target, layer, info.Color);
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_humanoidSystem.SetBaseLayerId(target, layer, info.ID);
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}
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_humanoidSystem.SetSkinColor(target, zombiecomp.BeforeZombifiedSkinColor);
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MetaData(target).EntityName = zombiecomp.BeforeZombifiedEntityName;
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return true;
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}
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private void OnZombieCloning(EntityUid uid, ZombieComponent zombiecomp, ref CloningEvent args)
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{
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if (UnZombify(args.Source, args.Target, zombiecomp))
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args.NameHandled = true;
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}
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}
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}
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