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fixes zombie infection, and npc zombie infection (#30689)
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@@ -161,7 +161,7 @@
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return // Armor blocks zombies trying to eat your brains!
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// already have the disease, or have contracted it. Good for feedback when being attacked while wearing a biosuit
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if(target.HasDisease(/datum/disease/zombie) || target.ContractDisease(new /datum/disease/zombie))
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if(target.HasDisease(/datum/disease/zombie) || target.ContractDisease(new /datum/disease/zombie, SPREAD_BLOOD))
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playsound(user.loc, 'sound/misc/moist_impact.ogg', 50, TRUE)
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target.bleed_rate = max(5, target.bleed_rate + 1) // it transfers via blood, you know. It had to get in somehow.
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for(var/datum/disease/zombie/zomb in target.viruses)
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@@ -761,6 +761,7 @@
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/obj/effect/mob_spawn/human/alive/zombie/equip(mob/living/carbon/human/H)
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ADD_TRAIT(H, TRAIT_NPC_ZOMBIE, ROUNDSTART_TRAIT)
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H.ForceContractDisease(new /datum/disease/zombie)
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H.zone_selected = BODY_ZONE_CHEST
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for(var/datum/disease/zombie/zomb in H.viruses)
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zomb.stage = 8
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@@ -1174,7 +1174,7 @@ It'll return null if the organ doesn't correspond, so include null checks when u
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if(!HAS_TRAIT(user, TRAIT_NON_INFECTIOUS_ZOMBIE))
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if(!target.HasDisease(/datum/disease/zombie))
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var/datum/disease/zombie/zomb = new /datum/disease/zombie
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target.ContractDisease(zomb)
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target.ContractDisease(zomb, SPREAD_BLOOD)
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for(var/datum/disease/zombie/zomb in target.viruses)
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zomb.stage = max(5, zomb.stage)
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