* WIP changes * Fix tests, merge conflict and trigger once behavior * Update yml * Change test strings to be consts * Fix total damage types and classes triggers * Simplify damage trigger logic, move state to Threshold * Update outdated code and docs * Change the name of IBehavior back to IThresholdBehavior * Change human gibbing to trigger at 400 brute damage * Change gibbing from brute to blunt damage * Fix one (1) typo * Add damage class trigger test * Add missing nullable enable to thresholds
28 lines
745 B
C#
28 lines
745 B
C#
using Content.Shared.GameObjects.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class DestructibleSystem : EntitySystem
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{
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[Dependency] public readonly IRobustRandom Random = default!;
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public AudioSystem AudioSystem { get; private set; }
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public ActSystem ActSystem { get; private set; }
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public override void Initialize()
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{
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base.Initialize();
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AudioSystem = Get<AudioSystem>();
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ActSystem = Get<ActSystem>();
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}
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}
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}
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