Damage masks (#9402)
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using Content.Shared.FixedPoint;
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namespace Content.Shared.MobState.EntitySystems;
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public abstract partial class SharedMobStateSystem
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{
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public virtual void EnterDeadState(EntityUid uid)
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{
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EnsureComp<CollisionWakeComponent>(uid);
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Standing.Down(uid);
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if (Standing.IsDown(uid) && TryComp<PhysicsComponent>(uid, out var physics))
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{
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physics.CanCollide = false;
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}
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
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}
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}
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public virtual void ExitDeadState(EntityUid uid)
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{
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RemComp<CollisionWakeComponent>(uid);
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Standing.Stand(uid);
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if (!Standing.IsDown(uid) && TryComp<PhysicsComponent>(uid, out var physics))
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{
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physics.CanCollide = true;
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}
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}
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public virtual void UpdateDeadState(EntityUid entity, FixedPoint2 threshold) {}
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}
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