Zombies!!! (#7509)
* 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>
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@@ -94,8 +94,10 @@ namespace Content.Server.Disease
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continue;
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}
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foreach (var disease in carrierComp.Diseases)
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for (var i = 0; i < carrierComp.Diseases.Count; i++) //this is a for-loop so that it doesn't break when new diseases are added
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{
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var disease = carrierComp.Diseases[i];
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var args = new DiseaseEffectArgs(carrierComp.Owner, disease, EntityManager);
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disease.Accumulator += frameTime;
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if (disease.Accumulator >= disease.TickTime)
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