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zombie gamemode semi rework #2194
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Now this is how to do a zombie mode |
Unfortunate to lose the "sick and doesn't realize" rp potential but that hardly happened anyways. This seems like a good change to me |
you can still do that for the survival zombies since theres no syndicate nature to it |
if (!TryComp<MindComponent>(mindId, out var mind) || !TryGetEntity(mind.OriginalOwnedEntity, out var mob)) | ||
continue; | ||
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var uid = mob!.Value; // amazing language |
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doesn't need a nullable warning suppression, .Value
checks for null anyways
make it lore wise that IIs are suicide operatives from gorlex (or something) with an engineered version of romerol that's slower and can activate on command made by interdyne. |
they are already syndicate affiliated and IIs have always been able to trigger zombification with the action |
Loooore wise, the important stuff is always in the details... or maybe I'm just one of those nerds that looks to deep into item descriptions. |
Soooo whens this gonna be done |
still waiting for admin approval |
You have it. Lets see how this rolls |
About the PR
we have revs at home
every single person whos played zombies knows of the random musician turning in med while you tried to do a cool plan with other IIs, now you are forced to communicate!
this only affects the zombie gamemode and the admin antag control, the event is still relatively disorganized
Why / Balance
zombies is one of the worst gamemodes, this should make it better for everyone (even the crew get a bit more time to have a normal shift instead of instant med biting -> evac)
Technical details
add DelayedRuleComponent for adding the zombie components after a delay
Media
it real
Requirements
Breaking changes
no
Changelog
🆑