return;
}
- if (component.Rotate)
- {
- sprite.NoRotation = data switch
- {
- MobState.Critical => false,
- MobState.Dead => false,
- _ => true
- };
- }
-
// Brain no worky rn so this was just easier.
foreach (var key in new []{ DamageStateVisualLayers.Base, DamageStateVisualLayers.BaseUnshaded })
{
public int? OriginalDrawDepth;
[DataField("states")] public Dictionary<MobState, Dictionary<DamageStateVisualLayers, string>> States = new();
-
- /// <summary>
- /// Should noRot be turned off when crit / dead.
- /// </summary>
- [DataField("rotate")] public bool Rotate;
}
public enum DamageStateVisualLayers : byte
-# Bounds Guide
-#1D2L3U4R
-
- type: entity
name: bat
parent: SimpleMobBase
excess: 10
- type: Appearance
- type: DamageStateVisuals
- rotate: true
states:
Alive:
Base: 0
- type: Body
prototype: Primate
requiredLegs: 1 # TODO: More than 1 leg
- - type: DamageStateVisuals
- states:
- Alive:
- Base: monkey
- Critical:
- Base: dead
- Dead:
- Base: dead
- type: Appearance
- type: FireVisuals
sprite: Mobs/Effects/onfire.rsi
baseDecayRate: 0.1
- type: Appearance
- type: DamageStateVisuals
- rotate: true
states:
Alive:
Base: mouse-3
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/tgstation/tgstation/commit/53d1f1477d22a11a99c6c6924977cd431075761b",
"states": [
- {
- "name": "dead",
- "delays": [
- [
- 1
- ]
- ]
- },
{
"name": "monkey",
- "directions": 4,
- "delays": [
- [
- 1
- ],
- [
- 1
- ],
- [
- 1
- ],
- [
- 1
- ]
- ]
+ "directions": 4
}
]
}