Files
tbd-station-14/Content.Client/GameObjects/Components/DamageableComponent.cs
clusterfack 37df61113e Species Component (#130)
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
2018-12-13 14:47:18 +01:00

32 lines
997 B
C#

using Content.Shared.GameObjects;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Network;
using System.Collections.Generic;
namespace Content.Client.GameObjects
{
/// <summary>
/// Fuck I really hate doing this
/// TODO: make sure the client only gets damageable component on the clientside entity for its player mob
/// </summary>
public class DamageableComponent : SharedDamageableComponent
{
/// <inheritdoc />
public override string Name => "Damageable";
public Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
public override void HandleComponentState(ComponentState state)
{
base.HandleComponentState(state);
if(state is DamageComponentState)
{
var damagestate = (DamageComponentState)state;
CurrentDamage = damagestate.CurrentDamage;
}
}
}
}