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Version 2.11.0
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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>
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).