CombatEvent.EntityStateChanged constructor
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 EntityStateChanged(long TimestampMs, EntityId TargetId, ActorState State)| parameter | description |
|---|---|
| TimestampMs | Server epoch timestamp of the event in milliseconds (ServerNowMs at the moment the state was entered — this transition is a local client event, not parsed off a wire packet, so there is no server-supplied timestamp to prefer). |
| TargetId | 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). |
| State | Which state the entity entered. |
See Also
Section titled “See Also”- struct EntityId
- enum ActorState
- record EntityStateChanged
- namespace Stellar.Abstractions.Domain