* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
17 lines
538 B
C#
17 lines
538 B
C#
using System;
|
|
using Content.Shared.GameObjects.Components.Body;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Damage
|
|
{
|
|
/// <summary>
|
|
/// Data class with information on how to damage a
|
|
/// <see cref="IDamageableComponent"/>.
|
|
/// While not necessary to damage for all instances, classes such as
|
|
/// <see cref="SharedBodyComponent"/> may require it for extra data
|
|
/// (such as selecting which limb to target).
|
|
/// </summary>
|
|
public class DamageChangeParams : EventArgs
|
|
{
|
|
}
|
|
}
|