* 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consts * Fix total damage types and classes triggers * Simplify damage trigger logic, move state to Threshold * Update outdated code and docs * Change the name of IBehavior back to IThresholdBehavior * Change human gibbing to trigger at 400 brute damage * Change gibbing from brute to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
20 lines
699 B
C#
20 lines
699 B
C#
using Content.Server.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Serialization;
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namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors
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{
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public interface IThresholdBehavior : IExposeData
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{
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/// <summary>
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/// Executes this behavior.
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/// </summary>
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/// <param name="owner">The entity that owns this behavior.</param>
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/// <param name="system">
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/// An instance of <see cref="DestructibleSystem"/> to pull dependencies
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/// and other systems from.
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/// </param>
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void Execute(IEntity owner, DestructibleSystem system);
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}
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}
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