GameLogic/crowd/CrowdTypes.cs
using Sandbox;
public enum CrowdAction
{
// Exploits martiaux du joueur
PrecisionThrow,
Impale,
Decapitation,
Finisher,
EnvironmentalKill,
ReboundStrike,
AirKnockdown,
// Jugement moral & comportement
SparedFighter,
UnfairFightKill,
UnsatisfyingKill,
// Rituels & Barks
Taunt,
SalutedCrowd,
SalutedEmperor
}
public readonly struct CrowdEventPayload
{
public readonly Fighter Actor;
public readonly Fighter Target;
public readonly CrowdAction Action;
public CrowdEventPayload( Fighter actor, CrowdAction action, Fighter target = null )
{
Actor = actor;
Action = action;
Target = target;
}
}