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- using Content.Shared.Mobs.Components;
- using Robust.Shared.Serialization;
- namespace Content.Shared.Mobs;
- /// <summary>
- /// Defines what state an <see cref="Robust.Shared.GameObjects.EntityUid"/> is in.
- ///
- /// Ordered from most alive to least alive.
- /// To enumerate them in this way see
- /// <see cref="MobStateHelpers.AliveToDead"/>.
- /// </summary>
- [Serializable, NetSerializable]
- public enum MobState : byte
- {
- Invalid = 0,
- Alive = 1,
- Critical = 2,
- Dead = 3
- }
- /// <summary>
- /// Event that is raised whenever a MobState changes on an entity
- /// </summary>
- /// <param name="Target">The Entity whose MobState is changing</param>
- /// <param name="Component">The MobState Component owned by the Target entity</param>
- /// <param name="OldMobState">The previous MobState</param>
- /// <param name="NewMobState">The new MobState</param>
- /// <param name="Origin">The Entity that caused this state change</param>
- public record struct MobStateChangedEvent(EntityUid Target, MobStateComponent Component, MobState OldMobState,
- MobState NewMobState, EntityUid? Origin = null);
- public static class A
- {
- //^.^
- }
- //This is dumb and I hate it but I don't feel like refactoring this garbage
- [Serializable, NetSerializable]
- public enum MobStateVisuals : byte
- {
- State
- }
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