Add prediction for standing states and mob states (#1937)
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using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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public class DeadState : SharedDeadState
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{
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public override void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
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}
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EntitySystem.Get<StandingStateSystem>().Down(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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collidable.CanCollide = false;
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}
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}
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public override void ExitState(IEntity entity)
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{
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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collidable.CanCollide = true;
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}
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}
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public override void UpdateState(IEntity entity) { }
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}
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}
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