Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
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@@ -1,21 +1,21 @@
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.MobState;
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using Content.Shared.Damage;
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using Content.Shared.Verbs;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Actions;
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using Content.Server.Bible.Components;
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using Content.Server.MobState;
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using Content.Server.Popups;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Popups;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Actions;
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using Content.Shared.Damage;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Robust.Shared.Random;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Bible
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{
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@@ -192,7 +192,7 @@ namespace Content.Server.Bible
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/// </summary>
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private void OnFamiliarDeath(EntityUid uid, FamiliarComponent component, MobStateChangedEvent args)
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{
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if (args.CurrentMobState != DamageState.Dead || component.Source == null)
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if (args.NewMobState != MobState.Dead || component.Source == null)
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return;
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var source = component.Source;
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