Class ZombieSystem
Handles zombie propagation and inherent zombie traits
Namespace: Content.Server.Zombies
Assembly: Content.Server.dll
Syntax
public sealed class ZombieSystem : SharedZombieSystem
Remarks
Don't Shitcode Open Inside
Methods
| Improve this Doc View SourceInitialize()
Declaration
public override void Initialize()
Overrides
| Improve this Doc View SourceUnZombify(EntityUid, EntityUid, ZombieComponent)
This is the function to call if you want to unzombify an entity.
Declaration
public bool UnZombify(EntityUid source, EntityUid target, ZombieComponent zombiecomp)
Parameters
Type | Name | Description |
---|---|---|
EntityUid | source | the entity having the ZombieComponent |
EntityUid | target | the entity you want to unzombify (different from source in case of cloning, for example) |
ZombieComponent | zombiecomp |
Returns
Type | Description |
---|---|
System.Boolean |
Remarks
this currently only restore the name and skin/eye color from before zombified TODO: completely rethink how zombies are done to allow reversal.
Update(Single)
Declaration
public override void Update(float frameTime)
Parameters
Type | Name | Description |
---|---|---|
System.Single | frameTime |
ZombifyEntity(EntityUid, MobStateComponent)
This is the general purpose function to call if you want to zombify an entity. It handles both humanoid and nonhumanoid transformation and everything should be called through it.
Declaration
public void ZombifyEntity(EntityUid target, MobStateComponent mobState = null)
Parameters
Type | Name | Description |
---|---|---|
EntityUid | target | the entity being zombified |
MobStateComponent | mobState |
Remarks
ALRIGHT BIG BOY. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING. This function is the god function for zombie stuff, and it is cursed. I have attempted to label everything thouroughly for your sanity. I have attempted to rewrite this, but this is how it shall lie eternal. Turn back now. -emo