30 lines
985 B
C#
30 lines
985 B
C#
using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._Offbrand.Wounds;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(ShockThresholdsSystem))]
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public sealed partial class ShockThresholdsComponent : Component
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{
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/// <summary>
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/// The status effects to apply depending on the amount of pain. Highest threshold is selected.
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/// </summary>
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[DataField(required: true)]
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public SortedDictionary<FixedPoint2, EntProtoId> Thresholds;
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[DataField, AutoNetworkedField]
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public EntProtoId? CurrentThresholdState;
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/// <summary>
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/// The mob state to apply depending on the amount of pain. Highest threshold is selected.
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/// </summary>
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[DataField(required: true)]
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public SortedDictionary<FixedPoint2, MobState> MobThresholds;
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[DataField, AutoNetworkedField]
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public MobState CurrentMobState = MobState.Alive;
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}
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