* wip * heal on bite * more fixes and additions * don't crash * Update medicine.yml * zombie claw item and damage resist * ignoredcomponents.cs * Add zombie claw, fix infection, add immunities * fix * razzle dazzle * yaml fix * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * sdasadsadsadasd * Generalize DiseaseProgression.cs * final final final final final final cope seethe * Update medicine.yml * Update Content.Server/Disease/Components/DiseaseZombieComponent.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * Update BloodstreamSystem.cs * Update Content.Server/Disease/Components/DiseaseZombieComponent.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * Update Content.Server/Disease/DiseaseZombieSystem.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * fixing until i die * folder + zombietransfer fix * smol fixe * the smallest of fixes * aaaa * Infection timer buff Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
38 lines
1.3 KiB
C#
38 lines
1.3 KiB
C#
namespace Content.Server.Disease.Zombie.Components
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{
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/// <summary>
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/// The component which gives an entity zombie traits.
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/// </summary>
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[RegisterComponent]
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public sealed class DiseaseZombieComponent : Component
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{
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/// <summary>
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/// The probability that a given bite will infect a player.
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/// zombie infection is not based on disease resist items like masks or gloves.
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/// </summary>
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[DataField("probability")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float Probability = 0.33f;
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/// <summary>
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/// A multiplier on the movement speed that zombies recieve.
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/// </summary>
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[DataField("slowAmount")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float SlowAmount = 0.75f;
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/// <summary>
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/// Whether or not the zombie needs all the zombie traits initialized upon component init
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/// useful for entities that already are zombies and do not need the additional traits.
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/// </summary>
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[DataField("applyZombieTraits")]
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public bool ApplyZombieTraits = true;
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/// <summary>
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/// The color of the zombie's skin
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/// </summary>
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[DataField("skinColor")]
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public readonly Color SkinColor = (0.70f, 0.72f, 0.48f, 1);
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}
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}
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