ActorState enumeration
Subset of the client’s actor/controller state machine (Zproto.EActorState, see data/StarResonanceData/proto/zproto/enum_e_actor_state.proto) exposed on EntityStateChanged. Only the values Stellar currently consumes are named; every other wire code — including ones the game adds in a future patch — is reported as Unknown rather than throwing (same tolerance policy as PartyLeaveKind). Named-value numbers are the proto’s own wire ints, so a caller comparing against the raw wire value never needs a separate lookup table.
public enum ActorStateValues
Section titled “Values”| name | value | description |
|---|---|---|
| Unknown | 0 |
Wire value not one of the states named below. |
| Dead | 9 |
ActorStateDead (9) — the entity’s client-side state machine entered its dead state. Raised from the Panda.ZGame.EntityCtrlDead.OnEnter patch (2026-07-28 entity-state-death-signal spec): the client cannot render a dead entity without entering this state, whatever caused the death — including scripted removals that never zero the target’s HP. |
| Breaking | 23 |
ActorStateBreaking (23) — the entity entered its “break” (poise-broken) phase. Raised from the Panda.ZGame.ZStateBreaking.OnEnter patch; a free corroborating win from the same design (gives frametime-spike reports an exact in-log timestamp to correlate against). |
See Also
Section titled “See Also”- namespace Stellar.Abstractions.Domain