Corpses Defs
Defines configuration templates for corpse prefabs, specifying visual, physical, and gameplay properties for creature deaths including burn behavior, sanity effects, and mutation mappings.
Defines configuration templates for corpse prefabs, specifying visual, physical, and gameplay properties for creature deaths including burn behavior, sanity effects, and mutation mappings.
Stores and persists loot information associated with an entity's death, such as item prefabs and an optional level value.
A corpse that automatically revives into a mutated hound after a delay unless extinguished or ignited.
Renders a scrollable list of player death records (obituaries) in the morgue screen UI.
Manages the UI notification shown to players upon death, including revival options and world regeneration countdown for server admins.
Manages persistent death logs for players, including sorting, saving, and loading historical death records.
Manages whether an entity can be revived from its corpse state and controls revive behavior, including health restoration and speed modifiers based on reviver tags.
Defines the state machine for the Gingerbread Pig character, controlling movement, idle, and death animations and behaviors.
Manages the state machine for the Grass Gator entity, handling transitions between idle, attack, fall, dive, and death behaviors based on timers, events, and component states.
Defines the state machine and animation/sound logic for the light crab entity, handling states like idle, eat, hit, stunned, trapped, and death with sound loop management.
Controls the behavior state machine for the Werepig character, handling movement, combat, idle, death, and special states like working on Moon Base structures.
Manages player state transitions for hosted multiplayer sessions, including movement, combat, teleportation, death, and mount-specific behaviors.
Stategraph defining the animation, movement, and behavioral logic for the Polly Rogers NPC entity, including ground idle states, flight transitions, death, and electrocute responses.
Manages state transitions and behavior logic for the Slurtle creature, including movement, combat, eating, shielding, and salt-induced dissolution death.