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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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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@@ -73,7 +73,7 @@
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public const uint BATTERY_BARREL = 1067;
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public const uint SUSPICION_ROLE = 1068;
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public const uint ROTATION = 1069;
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public const uint MOB_STATE_MANAGER = 1070;
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public const uint MOB_STATE = 1070;
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public const uint SLIP = 1071;
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public const uint SPACE_VILLAIN_ARCADE = 1072;
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public const uint BLOCKGAME_ARCADE = 1073;
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@@ -86,6 +86,7 @@
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public const uint SINGULARITY = 1080;
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public const uint CHARACTERINFO = 1081;
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public const uint REAGENT_GRINDER = 1082;
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public const uint DAMAGEABLE = 1083;
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// Net IDs for integration tests.
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public const uint PREDICTION_TEST = 10001;
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