CatStation/Content.Shared/DamageOverlay/DamageOverlayComponent.cs
ScarKy0 0f46f12599
Move DamageOverlay to an Entity System + Component (#45165)
* may god have mercy upon my soul

* stuff

* Revert "Always raise MobStateChanged on client (#45103)"

This reverts commit 1951b00875.

* keep the cleanup

* fuck you though

* review

* Update Content.Shared/DamageOverlay/SharedDamageOverlaySystem.cs

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>

* deltas

* queries

---------

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
2026-08-10 13:27:15 +00:00

42 lines
1.4 KiB
C#

using Content.Shared.Mobs;
using Robust.Shared.GameStates;
namespace Content.Shared.DamageOverlay;
/// <summary>
/// A component to add overlays to the screen of the controlling player depending on the damage the entity has taken.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(raiseAfterAutoHandleState: true, fieldDeltas: true)]
[Access(typeof(SharedDamageOverlaySystem))]
public sealed partial class DamageOverlayComponent : Component
{
/// <summary>
/// The mobstate the overlay currently shows.
/// </summary>
[DataField, AutoNetworkedField]
public MobState CurrentState = MobState.Alive;
/// <summary>
/// Controls the red vignette around the screen, which closes in as you take damage.
/// </summary>
[DataField, AutoNetworkedField]
public float PainLevel;
/// <summary>
/// Controls the white vignette around the screen, which closes the closer you are to death.
/// </summary>
[DataField, AutoNetworkedField]
public float CritLevel;
/// <summary>
/// Used for lerping the white overlay from <see cref="CritLevel"/> when the entity dies.
/// </summary>
[DataField, AutoNetworkedField]
public float DeadLevel;
/// <summary>
/// Darkens your screen around the edges based on how much asphyxiation damage you have.
/// </summary>
[DataField, AutoNetworkedField]
public float OxygenLevel;
}