private void OnPlayerConsciousStateChangeServer(ConsciousState oldState, ConsciousState newState) { if (isServer) { playerNetworkActions.OnConsciousStateChanged(oldState, newState); } //we stay upright if buckled or conscious registerPlayer.ServerSetIsStanding(newState == ConsciousState.CONSCIOUS || PlayerMove.IsBuckled); }
/// make player unconscious upon crit protected override void OnConsciousStateChange(ConsciousState oldState, ConsciousState newState) { if (isServer) { playerNetworkActions.OnConsciousStateChanged(oldState, newState); } if (newState != ConsciousState.CONSCIOUS) { registerPlayer.LayDown(); } else { registerPlayer.GetUp(); } }