Add prediction for standing states and mob states (#1937)
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Mobs.State
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{
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/// <summary>
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/// Defines the blocking effects of an associated <see cref="DamageState"/>
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/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
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/// exiting the state.
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/// </summary>
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public interface IMobState : IActionBlocker
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{
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/// <summary>
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/// Called when this state is entered.
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/// </summary>
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void EnterState(IEntity entity);
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/// <summary>
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/// Called when this state is left for a different state.
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/// </summary>
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void ExitState(IEntity entity);
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/// <summary>
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/// Called when this state is updated.
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/// </summary>
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void UpdateState(IEntity entity);
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}
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}
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