Add prediction for standing states and mob states (#1937)
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@@ -0,0 +1,62 @@
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using Content.Server.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.Server.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.Server.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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if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/humandead.png");
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
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{
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overlayComponent.AddOverlay(SharedOverlayID.CircleMaskOverlay);
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}
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if (entity.TryGetComponent(out StunnableComponent stun))
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{
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stun.CancelAll();
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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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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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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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