Re-organize all projects (#4166)
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56
Content.Server/MobState/States/NormalMobState.cs
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56
Content.Server/MobState/States/NormalMobState.cs
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#nullable enable
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using Content.Server.Alert;
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using Content.Server.Standing;
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using Content.Shared.Alert;
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using Content.Shared.Damage.Components;
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using Content.Shared.MobState;
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using Content.Shared.MobState.State;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Server.MobState.States
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{
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public class NormalMobState : SharedNormalMobState
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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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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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if (entity.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
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}
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}
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public override void UpdateState(IEntity entity, int threshold)
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{
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base.UpdateState(entity, threshold);
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if (!entity.TryGetComponent(out IDamageableComponent? damageable))
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{
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return;
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}
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if (!entity.TryGetComponent(out ServerAlertsComponent? alerts))
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{
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return;
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}
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if (!entity.TryGetComponent(out IMobStateComponent? stateComponent))
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{
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return;
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}
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short modifier = 0;
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if (stateComponent.TryGetEarliestIncapacitatedState(threshold, out _, out var earliestThreshold))
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{
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modifier = (short) (damageable.TotalDamage / (earliestThreshold / 7f));
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}
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alerts.ShowAlert(AlertType.HumanHealth, modifier);
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}
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}
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}
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