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crystall-punk-14/Content.Client/GameObjects/Components/DamageableComponent.cs

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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;
}
}
}
}