using Content.Client.GameObjects.EntitySystems; using Content.Shared.GameObjects.Components.Damage; using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Mobs.State; using Robust.Client.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.GameObjects; namespace Content.Client.GameObjects.Components.Mobs.State { public class CriticalState : SharedCriticalState { public override void EnterState(IEntity entity) { if (entity.TryGetComponent(out AppearanceComponent appearance)) { appearance.SetData(DamageStateVisuals.State, DamageState.Critical); } EntitySystem.Get().Down(entity); } public override void ExitState(IEntity entity) { EntitySystem.Get().Standing(entity); } public override void UpdateState(IEntity entity) { } } }