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Class ZombieSystem

Handles zombie propagation and inherent zombie traits

Inheritance
System.Object
SharedZombieSystem
ZombieSystem
Namespace: Content.Server.Zombies
Assembly: Content.Server.dll
Syntax
public sealed class ZombieSystem : SharedZombieSystem
Remarks

Don't Shitcode Open Inside

Methods

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Initialize()

Declaration
public override void Initialize()
Overrides
SharedZombieSystem.Initialize()
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UnZombify(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.

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Update(Single)

Declaration
public override void Update(float frameTime)
Parameters
Type Name Description
System.Single frameTime
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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

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