using System.Linq;
+using Content.Shared.NPC.Prototypes;
using Content.Server.Actions;
using Content.Server.Body.Systems;
using Content.Server.Chat;
using Content.Server.Chat.Systems;
using Content.Server.Emoting.Systems;
+using Content.Server.GameTicking.Rules.Components;
using Content.Server.Speech.EntitySystems;
using Content.Server.Roles;
using Content.Shared.Anomaly.Components;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedRoleSystem _role = default!;
+ public readonly ProtoId<NpcFactionPrototype> Faction = "Zombie";
+
public const SlotFlags ProtectiveSlots =
SlotFlags.FEET |
SlotFlags.HEAD |
private void OnPendingMapInit(EntityUid uid, IncurableZombieComponent component, MapInitEvent args)
{
_actions.AddAction(uid, ref component.Action, component.ZombifySelfActionPrototype);
+ _faction.AddFaction(uid, Faction);
if (HasComp<ZombieComponent>(uid) || HasComp<ZombieImmuneComponent>(uid))
return;