Species Component (#130)
* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
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committed by
Pieter-Jan Briers
parent
b8becf4a56
commit
37df61113e
@@ -43,18 +43,7 @@ namespace Content.Server.GameObjects
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serializer.DataReadFunction("thresholdtype", DamageType.Total, type => damageType = type);
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serializer.DataReadFunction("thresholdvalue", 0, val => damageValue = val);
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Threshold = new DamageThreshold(damageType, damageValue);
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}
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}
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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if (Owner.TryGetComponent<DamageableComponent>(out DamageableComponent damageable))
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{
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damageable.DamageThresholdPassed += OnDamageThresholdPassed;
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Threshold = new DamageThreshold(damageType, damageValue, ThresholdType.Destruction);
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}
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}
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