* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role Moved the starting TC balance to cvars * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Removed Pressure property from BarotraumaComponent Changed CanShiver method to match style of other CanX method in ActionBlockerSystem * Merged EntityCoordinates and changed components to reflect the change * Fix typo * Wrapped string to Loc.GetString Added CanSweat Refactored dead state check
77 lines
1.4 KiB
C#
77 lines
1.4 KiB
C#
using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Mobs.State
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{
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public abstract class SharedDeadState : IMobState
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{
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public abstract void EnterState(IEntity entity);
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public abstract void ExitState(IEntity entity);
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public abstract void UpdateState(IEntity entity);
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public bool CanInteract()
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{
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return false;
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}
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public bool CanMove()
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{
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return false;
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}
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public bool CanUse()
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{
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return false;
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}
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public bool CanThrow()
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{
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return false;
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}
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public bool CanSpeak()
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{
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return false;
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}
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public bool CanDrop()
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{
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return false;
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}
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public bool CanPickup()
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{
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return false;
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}
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public bool CanEmote()
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{
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return false;
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}
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public bool CanAttack()
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{
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return false;
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}
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public bool CanEquip()
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{
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return false;
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}
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public bool CanUnequip()
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{
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return false;
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}
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public bool CanChangeDirection()
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{
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return false;
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}
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public bool CanShiver() => false;
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public bool CanSweat() => false;
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}
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}
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