Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
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@@ -8,8 +8,8 @@ using Content.Shared.Damage;
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using Content.Shared.Examine;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Slippery;
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using Content.Shared.Stunnable;
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using Content.Shared.Verbs;
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@@ -112,14 +112,14 @@ namespace Content.Server.Bed.Sleep
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/// </summary>
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private void OnMobStateChanged(EntityUid uid, SleepingComponent component, MobStateChangedEvent args)
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{
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if (args.CurrentMobState == DamageState.Dead)
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if (args.NewMobState == MobState.Dead)
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{
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RemComp<SpamEmitSoundComponent>(uid);
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RemComp<SleepingComponent>(uid);
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return;
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}
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if (TryComp<SpamEmitSoundComponent>(uid, out var spam))
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spam.Enabled = (args.CurrentMobState == DamageState.Alive) ? true : false;
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spam.Enabled = (args.NewMobState == MobState.Alive) ? true : false;
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}
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private void AddWakeVerb(EntityUid uid, SleepingComponent component, GetVerbsEvent<AlternativeVerb> args)
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