* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
32 lines
1.2 KiB
C#
32 lines
1.2 KiB
C#
using Content.Server.GameObjects;
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using Content.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using System;
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namespace Content.Server.Interfaces.GameObjects
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{
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public interface IDamageableComponent : IComponent
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{
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event EventHandler<DamageThresholdPassedEventArgs> DamageThresholdPassed;
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ResistanceSet Resistances { get; }
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/// <summary>
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/// The function that handles receiving damage.
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/// Converts damage via the resistance set then applies it
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/// and informs components of thresholds passed as necessary.
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/// </summary>
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/// <param name="damageType">Type of damage being received.</param>
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/// <param name="amount">Amount of damage being received.</param>
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void TakeDamage(DamageType damageType, int amount);
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/// <summary>
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/// Handles receiving healing.
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/// Converts healing via the resistance set then applies it
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/// and informs components of thresholds passed as necessary.
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/// </summary>
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/// <param name="damageType">Type of damage being received.</param>
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/// <param name="amount">Amount of damage being received.</param>
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void TakeHealing(DamageType damageType, int amount);
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}
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}
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