* Initial commit * Removed mention of StationAiTurretComponent (for now) * Prep for moving out of draft * Fixing merge conflict * Re-added new net frequencies to AI turrets * Removed turret control content * Removed unintended change * Final tweaks * Fixed incorrect file name * Improvement to fire mode handling * Addressed review comments * Updated how turret wire panel auto-closing is handled * Ranged NPCs no longer waste shots on stunned targets * Fixed bug in tracking broken state * Addressed review comments * Bug fix * Removed unnecessary event call
26 lines
823 B
C#
26 lines
823 B
C#
using Content.Server.Destructible.Thresholds;
|
|
|
|
namespace Content.Server.Destructible
|
|
{
|
|
/// <summary>
|
|
/// When attached to an <see cref="Robust.Shared.GameObjects.EntityUid"/>, allows it to take damage
|
|
/// and triggers thresholds when reached.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public sealed partial class DestructibleComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// A list of damage thresholds for the entity;
|
|
/// includes their triggers and resultant behaviors
|
|
/// </summary>
|
|
[DataField]
|
|
public List<DamageThreshold> Thresholds = new();
|
|
|
|
/// <summary>
|
|
/// Specifies whether the entity has passed a damage threshold that causes it to break
|
|
/// </summary>
|
|
[DataField]
|
|
public bool IsBroken = false;
|
|
}
|
|
}
|