WIP: Port of Null Sector Zombies #283

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LukeZurg22 wants to merge 1 commit from zombie-cure into master
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PR Changes

Zombies from the Null Sector arrive to Byrd Station! They are the same old zombies as always, but a very complicated-sounding chemical can be made to completely cure the afflicted, who keep their scary yellow eyes as a scar.

Reasons Behind Changes

A Zombie Cure would be fun, and as a feature it was not implemented until Null did it first. This cure is a cure; removing the zombie infection from a victim and making them immune to further zombie infections.

Code & Technical details

There will most certainly be broken code on first-push, which is why this is a draft-first. Checks need to be ran against the codebase for safety, and tests are an absolute must.

As it was, it relied on using reflection to store then remove then replace component data from and to the player. This is mostly to restore a technical "save state" to return them too.

In Null Sector, when the zombie infection was removed, the victim's ability to bite or claw was also removed with it. This was handwaved as a side effect of the cure, but frankly it was just too difficult for an implementation that already sucked in so much time.

This Pull Request resolves #14.

Images; Sprites; Media

none

Checklist

Breaking changes

Ingame Changelog

🆑

  • add: Zombie Cure! Not just a vaccine!
## PR Changes Zombies from the Null Sector arrive to Byrd Station! They are the same old zombies as always, but a very complicated-sounding chemical can be made to completely _cure_ the afflicted, who keep their scary yellow eyes as a scar. ## Reasons Behind Changes A Zombie Cure would be fun, and as a feature it was not implemented until Null did it first. This cure is a **cure**; removing the zombie infection from a victim and making them immune to further zombie infections. ## Code & Technical details There will most certainly be broken code on first-push, which is why this is a draft-first. Checks need to be ran against the codebase for safety, and tests are an absolute must. As it was, it relied on using reflection to store then remove then replace component data from and to the player. This is mostly to restore a technical "save state" to return them too. In Null Sector, when the zombie infection was removed, the victim's ability to bite or claw was also removed with it. This was handwaved as a side effect of the cure, but frankly it was just too difficult for an implementation that already sucked in so much time. This Pull Request resolves https://git.byrdstation.space/Byrd-Station/Byrd/issues/14. ## Images; Sprites; Media none ## Checklist <!--Understand that not following all Contributor rule standards may get your PR closed at a maintainer’s discretion. Failure to follow the Contributor's ruleset may lead to your removal as a contributor.--> <!-- Confirm by placing an X in the brackets [X]: --> - [X] I read the [Pull Request and Changelog Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html) and [Byrd Station's Contributor Ruleset](https://docs.google.com/document/d/1oxCSRBc_2IlrcykljB5SPt783uJX7rMHTT7cImxlKFM/edit?tab=t.0#heading=h.vigrxrnffwji) am following them. - [x] I have added media to this PR, or it does not require an ingame showcase. ## Breaking changes <!-- List any breaking changes, including namespaces, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be posted in #codebase-changes. --> **Ingame Changelog** <!-- Add a Changelog entry to make players ingame aware of new changes that could affect gameplay.--> :cl: - add: Zombie Cure! Not just a vaccine!
Initial Port of Null Sector Zombies
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LukeZurg22 closed this pull request 2026-05-30 19:32:31 +00:00
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Already ported.

Already ported.
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