## Mirror of PR #25934: [Initial Infected can see each
other](https://github.com/space-wizards/space-station-14/pull/25934)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)
###### `45d6c03407e41d92caa368e1db826efd6d828b66`
PR opened by <img
src="https://avatars.githubusercontent.com/u/47712032?v=4"
width="16"/><a href="https://github.com/Killerqu00"> Killerqu00</a> at
2024-03-08 19:28:04 UTC
---
PR changed 6 files with 40 additions and 1 deletions.
The PR had the following labels:
- Changes: Sprites
- Status: Needs Review
---
<details open="true"><summary><h1>Original Body</h1></summary>
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> ## About the PR
> Initial Infected now have an icon that is visible to other initial
infected. This allows for better communication.
> Also, Initial Infected can now see other zombies(just a slight QoL).
>
> ## Why / Balance
> This is a slight zombie buff and also encourages teamwork between II.
Most of the zombie outbreaks are ruined because II turned alone/in a bad
situation. With this PR, they will be able to recognise themselves and
communicate.
>
> ## Technical details
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> ## Media
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> - [X] I have added screenshots/videos to this PR showcasing its
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> ## Breaking changes
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> **Changelog**
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> 🆑
> - add: Initial Infected now can see each other.
> - add: Initial Infected can now see zombified entities.
>
</details>
Co-authored-by: SimpleStation14 <Unknown>
* Initial work on having the Rev icons not be visible to ghosts depending on a Cvar and a component.
This commit just makes it so that the revcomponent and headrev component
are not shared with clients that shouldn't know about them. This is due
to the concern that clients having access to those components, even if
no image was displayed could allow modified clients to have meta
knowledge of revs.
Currently this has the issue that if a player later
for example becomes a rev, none of the existing rev components get
networked to them. I am not sure there is currently an effecient
solution to this.
This is probably in an issue for a lot more stuff. I might just make it
so all the logic just moves to the client on whether to put the icon
again.
Also this commit adds the ShowRevIconsComponent to allow anyone with it to just
view rev icons.
* Rev components now get communicated to clients that didn't have them previously and the AntagIconSystem is now properly checking whether to give the icons.
We now dirty all the rev/headrev components when someone gets converted
or gets the ViewRevIcons component. The AntagIconSystem now checks
whether it should draw the icons mostly based on an event, this is still done
client side.
This is not a full proof solution to make it so clients can't know
someone is an antag when they shouldn't because:
1. There are other components that need similar treatment, to my
knowledge not to for revs but for other antags. Maybe even the mind
component. This could be addressed in future PRs.
2. We cannot ensure that clients forget about these components if the
client gets deconverted for example. We can of course have code that
does this, but it will necessarily need to be done on the client and
if the client is modified then there is no way to ensure this.
Of course at that point they should already know who their fellow
revs are so this might not be an issue.
I now need to do the same thing for zombies in a future commit.
A similar system for nukies also needs to be looked at but I will not be
doing that in the PR this commit ends up in.
* Misc name changes and cleaning up the ZombieSystem
Changed some names around and decoupled the ZombieSystem from the
AntagStatusIconsystem. Now there is a cvar for ghost visibility for them
as well. The Zombie Component was not made SessionSpecific because:
1. Zombies are pretty visible anyways
2. The Component is needed to change the appearance of zombie players.
* Misc name changes and cleaning up the ZombieSystem
Changed some names around and decoupled the ZombieSystem from the
AntagStatusIconsystem. Now there is a cvar for ghost visibility for them
as well. The Zombie Component was not made SessionSpecific because:
1. Zombies are pretty visible anyways
2. The Component is needed to change the appearance of zombie players.
* Merged 2 if statements into 1 on the Zombiesystem.
* Cut down on code duplication in AntagStatusIconSystem
Now instead of having a seperate function for each component, there is 1 generic function. Functions for special cases
like the Rev/Headrev comp can have a separate function that does the special check and then calls the generic one.
This is done through the IAntagStatusIconComponent interface which provides a common interface to get the Icon.
* Removed some duplication from the SharedRevolutionarySystem with generics.
I have no idea why I didn't think of this sooner.
* Addressed Reviews I think
I think events get unsubbed automatically but I am probably missing something that I have not understood.
Either way this is a requested change.
* Replace war crimes with actual fixes for reviews
It was not clear to me what the reviews meant
* Addressed reviews by removing need for cvars.
Whether icons are visible to ghosts is now determined by a bool in IAntagStatusIcon which all antag components
with status icons should implement.
* Update Content.Shared/Revolutionary/SharedRevolutionarySystem.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit 8b19b7fab9dd8fb115f65794d97a26ebb9aa1142)
* zombie mode redux
* the great zombie changes
* fix this
* 65 down to 50
* empty
* Changes to address stalling
* make zombie nukies no longer nukies
* actually work