Re-organize all projects (#4166)
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40
Content.Client/MobState/States/DeadMobState.cs
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40
Content.Client/MobState/States/DeadMobState.cs
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using Content.Client.Standing;
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using Content.Shared.MobState;
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using Content.Shared.MobState.State;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Client.MobState.States
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{
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public class DeadMobState : SharedDeadMobState
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{
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public override void EnterState(IEntity entity)
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{
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base.EnterState(entity);
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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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EntitySystem.Get<StandingStateSystem>().Down(entity);
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if (entity.TryGetComponent(out PhysicsComponent? physics))
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{
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physics.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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base.ExitState(entity);
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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if (entity.TryGetComponent(out PhysicsComponent? physics))
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{
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physics.CanCollide = true;
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}
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}
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}
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}
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