Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
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@@ -9,7 +9,7 @@ using Content.Shared.DragDrop;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.MobState.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Stunnable;
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using Content.Shared.Vehicle.Components;
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@@ -360,8 +360,10 @@ public sealed partial class BuckleSystem
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_standing.Stand(buckleId);
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}
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_mobState.EnterState(mobState, mobState?.CurrentState);
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if (_mobState.IsIncapacitated(buckleId, mobState))
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{
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_standing.Down(buckleId);
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}
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// Sync StrapComponent data
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_appearance.SetData(oldBuckledTo.Owner, StrapVisuals.State, false);
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if (oldBuckledTo.BuckledEntities.Remove(buckleId))
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