Add prediction for standing states and mob states (#1937)
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@@ -1,7 +1,8 @@
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using Content.Server.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Timers;
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@@ -16,7 +17,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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protected override void OnKnockdown()
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{
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StandingStateHelper.Down(Owner);
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EntitySystem.Get<StandingStateSystem>().Down(Owner);
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}
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public void CancelAll()
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@@ -33,7 +34,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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if (KnockedDown)
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{
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StandingStateHelper.Standing(Owner);
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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}
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KnockdownTimer = 0f;
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@@ -58,7 +59,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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if (KnockdownTimer <= 0f)
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{
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StandingStateHelper.Standing(Owner);
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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KnockdownTimer = 0f;
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Dirty();
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