* zombie mode redux * the great zombie changes * fix this * 65 down to 50 * empty * Changes to address stalling * make zombie nukies no longer nukies * actually work
47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
using System.Linq;
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using Content.Shared.Humanoid;
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using Content.Shared.StatusIcon;
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using Content.Shared.StatusIcon.Components;
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using Content.Shared.Zombies;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Zombies;
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public sealed class ZombieSystem : SharedZombieSystem
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _prototype = 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, GetStatusIconsEvent>(OnGetStatusIcon);
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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 (HasComp<HumanoidAppearanceComponent>(uid))
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return;
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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for (var i = 0; i < sprite.AllLayers.Count(); i++)
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{
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sprite.LayerSetColor(i, component.SkinColor);
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}
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}
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private void OnGetStatusIcon(EntityUid uid, ZombieComponent component, ref GetStatusIconsEvent args)
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{
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if (!HasComp<ZombieComponent>(_player.LocalPlayer?.ControlledEntity))
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return;
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args.StatusIcons.Add(_prototype.Index<StatusIconPrototype>(component.ZombieStatusIcon));
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}
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}
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