I have an untested implimentation of a "zombie gene" that is produced as an XOR of monkey and hulk. The intention is to make messing with the undead a very unexpected and hard to reproduce endevor, but the payoff is that if they conquer the undeath, they have a vastly better system of revival than the monkey/human cycle. It needs ENABLE_ZOMBIE_GENE to be true to work, however.
Also, as a bonus, I added NO_MONKEY_REVIVE that, if #define'd to true of any sort will cause the death state to carry over after transformation.
So, two options in setup.dm where changing a 0 to a 1 on either will radically affect the ability for players to revive each other.
The implementation is as I mused long ago, N bits of a bitmask are set, and if (HULK ^ MONKEY) & bitmask is either 0 or the bitmask itself(all 1), it alters the victim, all 0 dezombifies, all 1 zombifies.
Those would probably be the most valuable injectors possible, when paired
I know that, but every time I get all the super powers, the person also is deaf, stumbles, and is epileptic.
Then you are doing it wrong.
Each set of 3 hex-digits making up a gene affects one power(except, when my newly submitted code is enabled, attempting to monkey or hulk can create an unwanted zombie...), so what you must be doing is setting them all on.
However, some of them give disabilities rather than powers.
Since they are randomized each round, you must figure out what gene corresponds to what power/disability, and *deactivate* the disabilities while *activating* the powers.