using Content.Shared.GameObjects;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Network;
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 state)
{
base.HandleComponentState(state);
if(state is DamageComponentState)
{
var damagestate = (DamageComponentState)state;
CurrentDamage = damagestate.CurrentDamage;
}
}
}
}