using System.Linq;
using Content.Shared.Ghost;
using Content.Shared.Humanoid;
using Content.Shared.StatusIcon.Components;
using Content.Shared.Zombies;
using Robust.Client.GameObjects;
namespace Content.Client.Zombies;
public sealed class ZombieSystem : EntitySystem
{
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<ZombieComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<ZombieComponent, CanDisplayStatusIconsEvent>(OnCanDisplayStatusIcons);
}
private void OnStartup(EntityUid uid, ZombieComponent component, ComponentStartup args)
if (HasComp<HumanoidAppearanceComponent>(uid))
return;
if (!TryComp<SpriteComponent>(uid, out var sprite))
for (var i = 0; i < sprite.AllLayers.Count(); i++)
sprite.LayerSetColor(i, component.SkinColor);
/// <summary>
/// Determines whether a player should be able to see the StatusIcon for zombies.
/// </summary>
private void OnCanDisplayStatusIcons(EntityUid uid, ZombieComponent component, ref CanDisplayStatusIconsEvent args)
if (HasComp<ZombieComponent>(args.User) || HasComp<ShowZombieIconsComponent>(args.User))
if (component.IconVisibleToGhost && HasComp<GhostComponent>(args.User))
args.Cancelled = true;