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;
}
}
}
}