using Content.Shared.Alert; using Content.Shared.GameObjects.EntitySystems; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.GameObjects; namespace Content.Shared.GameObjects.Components.Mobs.State { /// /// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious). /// public abstract class SharedCriticalMobState : BaseMobState { protected override DamageState DamageState => DamageState.Critical; public override void EnterState(IEntity entity) { base.EnterState(entity); if (entity.TryGetComponent(out SharedAlertsComponent status)) { status.ShowAlert(AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it } } public override void ExitState(IEntity entity) { base.ExitState(entity); EntitySystem.Get().Standing(entity); } public override bool CanInteract() { return false; } public override bool CanMove() { return false; } public override bool CanUse() { return false; } public override bool CanThrow() { return false; } public override bool CanSpeak() { return false; } public override bool CanDrop() { return false; } public override bool CanPickup() { return false; } public override bool CanEmote() { return false; } public override bool CanAttack() { return false; } public override bool CanEquip() { return false; } public override bool CanUnequip() { return false; } public override bool CanChangeDirection() { return false; } } }