using System.Collections.Generic; using Content.Shared.GameObjects.Components.Damage; using Robust.Shared.GameObjects; namespace Content.Client.GameObjects.Components { /// /// Fuck I really hate doing this /// TODO: make sure the client only gets damageable component on the clientside entity for its player mob /// [RegisterComponent] 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 damagestate) { CurrentDamage = damagestate.CurrentDamage; } } } }