Sentry turrets - Part 4: The sentry turret and its primary systems (#35123)
* Initial commit * Removed mention of StationAiTurretComponent (for now) * Prep for moving out of draft * Fixing merge conflict * Re-added new net frequencies to AI turrets * Removed turret control content * Removed unintended change * Final tweaks * Fixed incorrect file name * Improvement to fire mode handling * Addressed review comments * Updated how turret wire panel auto-closing is handled * Ranged NPCs no longer waste shots on stunned targets * Fixed bug in tracking broken state * Addressed review comments * Bug fix * Removed unnecessary event call
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@@ -9,8 +9,17 @@ namespace Content.Server.Destructible
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[RegisterComponent]
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public sealed partial class DestructibleComponent : Component
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{
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[DataField("thresholds")]
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/// <summary>
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/// A list of damage thresholds for the entity;
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/// includes their triggers and resultant behaviors
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/// </summary>
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[DataField]
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public List<DamageThreshold> Thresholds = new();
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/// <summary>
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/// Specifies whether the entity has passed a damage threshold that causes it to break
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/// </summary>
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[DataField]
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public bool IsBroken = false;
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}
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}
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