Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
@@ -1,8 +1,8 @@
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.NPC.Components;
|
||||
using Content.Shared.MobState;
|
||||
using Content.Shared.MobState.Components;
|
||||
using Content.Shared.Mobs;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Robust.Shared.Audio;
|
||||
|
||||
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Ranged;
|
||||
@@ -21,7 +21,7 @@ public sealed class RangedOperator : HTNOperator
|
||||
/// Minimum damage state that the target has to be in for us to consider attacking.
|
||||
/// </summary>
|
||||
[DataField("targetState")]
|
||||
public DamageState TargetState = DamageState.Alive;
|
||||
public MobState TargetState = MobState.Alive;
|
||||
|
||||
// Like movement we add a component and pass it off to the dedicated system.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user