## Mirror of PR #26222: [make romerol work on the
dead](https://github.com/space-wizards/space-station-14/pull/26222) 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)
###### `87386ca0baa9fc3006b726d26723b345b737943d`
PR opened by <img
src="https://avatars.githubusercontent.com/u/45323883?v=4"
width="16"/><a href="https://github.com/Dutch-VanDerLinde">
Dutch-VanDerLinde</a> at 2024-03-18 03:07:02 UTC
---
PR changed 2 files with 10 additions and 3 deletions.
The PR had the following labels:
- Status: Needs Review
---
<details open="true"><summary><h1>Original Body</h1></summary>
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>
> ## About the PR
> title
>
> ## Why / Balance
> for zombie nukies it's bad because you have to have someone whose in
crit in order to efficiently infect them
>
> ## Technical details
> adds a new check if the entity is dead upon ``PendingZombie`` map
init, if it is then zombify
>
> ## 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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> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
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>
> **Changelog**
>
> 🆑
> - tweak: Romerol now properly works on the dead.
</details>
Co-authored-by: SimpleStation14 <Unknown>
This reverts f391ff28 and implements an alternate messure where mice and other small animals can no longer infect people as zombies.
This is done through a component which if present cancels the check that would cause zombie components to be added on people that get infected due to a bite.
This still allows other special stuff that happens in that function that may affect already infected individuals.
This is a compromise between what's discussed in discord which would much rather see mice and other animals just die from the infection and people on github which would see no change happen.
Since bats can't go under doors it may not be necessary to make them non spreaders.
If someone disagrees please tell me to just add it back.
* 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
* Added component and functionality.
* Fixed ZombieImmune.
* Zombies now have zombie blood.
* Ambuzol plus.
* Ambuzol plus spawns in bundle.
* Fine CBURN get one too.
* Reworked the reaction
* No more magic blood refilling.
* ok CE i fixed it
* Component change.
* Nerf Space zombies, get DoT in space (barotrauma) and spawn stunned.
- Also discard any helmet or mask you might be wearing.
* Zombies have heal over time, infection far more fatal
- Stun time reduced to 2 seconds
* Zombification occurs after you die, rather than after you crit.
- Zombies cannot inflict Zombification DoT on other zombies.
* Heal shock damage, space zombies are back.
* Lower the chance of infection per hit
* Removed the stun, reduced zombification virus slightly
* Add AutoEmote comp/system
* Reduce groan chance so it's the same as before
Old code did 0.2 and then 0.5, now it's just one Prob(0.1)
* Fix typo, curTime var, don't log Resolve
* Maybe fix pausing?
* Fix mistake
* Update NextEmoteTime if an auto emote is removed
* Fix stuff
Get CurTime outside update loop
Use MapInit instead of ComponentInit
Fix a typo in a comment
Debug assert prototype ID in RemoveEmote
Do += PausedTime in OnUnpaused
Add prototype as arg to ResetTimer to avoid an indexing
* Fix dead mobs sneezing and coughing
* SneezeCough update
* Streamlined Event code, moved dead-check
* cleanup
* I can has merge?
* Shared event for SharedMobStateSystem