Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
@@ -1,5 +1,5 @@
|
||||
using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
|
||||
using Content.Shared.MobState;
|
||||
using Content.Shared.Mobs;
|
||||
|
||||
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;
|
||||
|
||||
@@ -15,10 +15,10 @@ public sealed class ArtifactDeathTriggerSystem : EntitySystem
|
||||
|
||||
private void OnMobStateChanged(MobStateChangedEvent ev)
|
||||
{
|
||||
if (ev.CurrentMobState != DamageState.Dead)
|
||||
if (ev.NewMobState != MobState.Dead)
|
||||
return;
|
||||
|
||||
var deathXform = Transform(ev.Entity);
|
||||
var deathXform = Transform(ev.Target);
|
||||
|
||||
var toActivate = new List<ArtifactDeathTriggerComponent>();
|
||||
foreach (var (trigger, xform) in EntityQuery<ArtifactDeathTriggerComponent, TransformComponent>())
|
||||
|
||||
Reference in New Issue
Block a user