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); } } } }