CombatEvent.EntityStateChanged record
An entity’s client-side actor/controller state machine entered a new state Stellar names on ActorState (2026-07-28 entity-state-death-signal spec). This is the client’s OWN death/break signal — read from its state machine, not inferred from HP reaching zero or a damage packet’s death flag — so it fires for scripted kills that never zero the target’s HP. Riding this existing event channel (rather than a new ICombatLookup/ICombatEvents member) is deliberate: it keeps every combat service interface under the STELLAR0005 8-member ceiling.
public record EntityStateChanged : IEquatable<CombatEvent>Public Members
Section titled “Public Members”| name | description |
|---|---|
| EntityStateChanged(…) | An entity’s client-side actor/controller state machine entered a new state Stellar names on ActorState (2026-07-28 entity-state-death-signal spec). This is the client’s OWN death/break signal — read from its state machine, not inferred from HP reaching zero or a damage packet’s death flag — so it fires for scripted kills that never zero the target’s HP. Riding this existing event channel (rather than a new ICombatLookup/ICombatEvents member) is deliberate: it keeps every combat service interface under the STELLAR0005 8-member ceiling. |
| State { get; set; } | Which state the entity entered. |
| TargetId { get; set; } | Entity whose state changed (resolved from the state controller’s Host) — named to match the TargetId/SourceId/ SummonerId convention of its siblings above, not EntityId (the type it’s typed as). |
See Also
Section titled “See Also”- record CombatEvent
- namespace Stellar.Abstractions.Domain