Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
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@@ -22,8 +22,8 @@ namespace Content.Client.GameObjects.Components.Kitchen
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private GrinderMenu _menu;
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private Dictionary<int, EntityUid> _chamberVisualContents = new Dictionary<int, EntityUid>();
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private Dictionary<int, Solution.ReagentQuantity> _beakerVisualContents = new Dictionary<int, Solution.ReagentQuantity>();
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private Dictionary<int, EntityUid> _chamberVisualContents = new();
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private Dictionary<int, Solution.ReagentQuantity> _beakerVisualContents = new();
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public ReagentGrinderBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) { }
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protected override void Open()
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