* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
23 lines
725 B
C#
23 lines
725 B
C#
using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Mobs.State
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedMobStateComponent))]
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[ComponentReference(typeof(IMobStateComponent))]
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public class MobStateComponent : SharedMobStateComponent
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{
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public override void OnRemove()
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{
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// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
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if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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base.OnRemove();
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}
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}
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}
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