using Content.Shared.Standing;
namespace Content.Shared.MobState.State
{
///
/// The standard state an entity is in; no negative effects.
///
public abstract class SharedNormalMobState : BaseMobState
{
protected override DamageState DamageState => DamageState.Alive;
public override void EnterState(EntityUid uid, IEntityManager entityManager)
{
base.EnterState(uid, entityManager);
EntitySystem.Get().Stand(uid);
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
}
}
}
}