Files
tbd-station-14/Content.Shared/GameObjects/Components/Mobs/DamageStateVisuals.cs
DrSmugleaf 02bca4c0d8 Damage rework (#2525)
* 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* Update outdated destructible in YAML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
2020-12-07 14:52:55 +01:00

29 lines
675 B
C#

using System;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs
{
[Serializable, NetSerializable]
public enum DamageStateVisuals
{
State
}
/// <summary>
/// Defines what state an <see cref="IEntity"/> is in.
///
/// Ordered from most alive to least alive.
/// To enumerate them in this way see
/// <see cref="DamageStateHelpers.AliveToDead"/>.
/// </summary>
[Serializable, NetSerializable]
public enum DamageState : byte
{
Invalid = 0,
Alive = 1,
Critical = 2,
Dead = 3
}
}