using Content.Shared.GameObjects; using Robust.Shared.GameObjects; using System.Collections.Generic; namespace Content.Client.GameObjects { /// /// Fuck I really hate doing this /// TODO: make sure the client only gets damageable component on the clientside entity for its player mob /// public class DamageableComponent : SharedDamageableComponent { /// public override string Name => "Damageable"; public Dictionary CurrentDamage = new Dictionary(); public override void HandleComponentState(ComponentState curState, ComponentState nextState) { base.HandleComponentState(curState, nextState); if(curState is DamageComponentState) { var damagestate = (DamageComponentState)curState; CurrentDamage = damagestate.CurrentDamage; } } } }