Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
23 lines
515 B
C#
23 lines
515 B
C#
using Content.Shared.Mobs;
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namespace Content.Client.DamageState;
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[RegisterComponent]
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public sealed class DamageStateVisualsComponent : Component
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{
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public int? OriginalDrawDepth;
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[DataField("states")] public Dictionary<MobState, Dictionary<DamageStateVisualLayers, string>> States = new();
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/// <summary>
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/// Should noRot be turned off when crit / dead.
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/// </summary>
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[DataField("rotate")] public bool Rotate;
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}
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public enum DamageStateVisualLayers : byte
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{
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Base,
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BaseUnshaded,
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}
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