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
This commit is contained in:
clusterfack
2018-12-13 07:47:19 -06:00
committed by Pieter-Jan Briers
parent b8becf4a56
commit 37df61113e
52 changed files with 1172 additions and 183 deletions

View File

@@ -1,23 +1,9 @@
using System;
using Content.Shared.GameObjects;
using System;
using System.Collections.Generic;
namespace Content.Server.GameObjects
{
/// <summary>
/// Damage types used in-game.
/// Total should never be used directly - it's a derived value.
/// </summary>
public enum DamageType
{
Total,
Brute,
Heat,
Cold,
Acid,
Toxic,
Electric
}
/// <summary>
/// Resistance set used by damageable objects.
/// For each damage type, has a coefficient, damage reduction and "included in total" value.