mob dead state tweaks (#162)

~~well, it SHOULD make mob rotate on death, but it doesn't, i have no idea why~~

- Blocks character movement in crit/death
- rotates character ~~360noscope~~ 90 degrees to convince you it's lying down when dead

resolves #145
resolves #158
related to #115
This commit is contained in:
Injazz
2019-03-27 17:29:06 +05:00
committed by Pieter-Jan Briers
parent 842cb44cd2
commit c5e077efc1
8 changed files with 118 additions and 29 deletions

View File

@@ -2,7 +2,7 @@
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Mobs;
using SS14.Server.GameObjects;
using SS14.Shared.ContentPack;
using SS14.Shared.GameObjects;
@@ -12,12 +12,8 @@ using SS14.Shared.Serialization;
namespace Content.Server.GameObjects
{
public class SpeciesComponent : Component, IActionBlocker, IOnDamageBehavior
public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior
{
public override string Name => "Species";
public override uint? NetID => ContentNetIDs.SPECIES;
/// <summary>
/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
/// </summary>
@@ -33,11 +29,19 @@ namespace Content.Server.GameObjects
/// </summary>
private DamageTemplates DamageTemplate;
AppearanceComponent Appearance;
/// <summary>
/// Variable for serialization
/// </summary>
private string templatename;
public override void Initialize()
{
base.Initialize();
Appearance = Owner.GetComponent<AppearanceComponent>();
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
@@ -104,9 +108,9 @@ namespace Content.Server.GameObjects
return;
}
CurrentDamageState.ExitState(Owner);
CurrentDamageState.ExitState(Owner, Appearance);
CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
CurrentDamageState.EnterState(Owner);
CurrentDamageState.EnterState(Owner, Appearance);
currentstate = threshold;
}