* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
29 lines
675 B
C#
29 lines
675 B
C#
using System;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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[Serializable, NetSerializable]
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public enum DamageStateVisuals
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{
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State
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}
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/// <summary>
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/// Defines what state an <see cref="IEntity"/> is in.
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///
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/// Ordered from most alive to least alive.
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/// To enumerate them in this way see
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/// <see cref="DamageStateHelpers.AliveToDead"/>.
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/// </summary>
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[Serializable, NetSerializable]
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public enum DamageState : byte
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{
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Invalid = 0,
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Alive = 1,
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Critical = 2,
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Dead = 3
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}
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}
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