* Update DamageableSystem to modern standards * DamageContainerId -> DamageContainerID with lint flag * Replace strings with protoids * Make CVar subscription declarations all consistently whitespaced * ChangeDamage -> TryChangeDamage, cope with C# jank * Revert event signature changes * Restore a comment * Re-add two queries * Init the queries * Use appearanceQuery in DamageChanged * Use damageableQuery in TryChangeDamage * Use damageableQuery in SetDamageModifierSetId * Final cleanup, fix sandboxing * Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage * Re-organize DamageableSystem * first big fuck you breaking change. * THATS A LOT OF DAMAGE!!! * Fix test fails * test fixes 2 * push it --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using Content.Shared.Damage.Components;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Mobs.Components
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{
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/// <summary>
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/// When attached to an <see cref="DamageableComponent"/>,
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/// this component will handle critical and death behaviors for mobs.
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/// Additionally, it handles sending effects to clients
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/// (such as blur effect for unconsciousness) and managing the health HUD.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent]
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[AutoGenerateComponentState]
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[Access(typeof(MobStateSystem), typeof(MobThresholdSystem))]
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public sealed partial class MobStateComponent : Component
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{
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//default mobstate is always the lowest state level
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[AutoNetworkedField, ViewVariables]
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public MobState CurrentState { get; set; } = MobState.Alive;
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[DataField]
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[AutoNetworkedField]
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public HashSet<MobState> AllowedStates = new()
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{
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MobState.Alive,
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MobState.Critical,
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MobState.Dead
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};
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}
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}
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