using Content.Shared.Standing;
using Robust.Shared.GameObjects;
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(IEntity entity)
{
base.EnterState(entity);
EntitySystem.Get().Stand(entity.Uid);
if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
}
}
public override bool CanInteract()
{
return true;
}
public override bool CanUse()
{
return true;
}
public override bool CanThrow()
{
return true;
}
public override bool CanSpeak()
{
return true;
}
public override bool CanDrop()
{
return true;
}
public override bool CanPickup()
{
return true;
}
public override bool CanEmote()
{
return true;
}
public override bool CanAttack()
{
return true;
}
public override bool CanEquip()
{
return true;
}
public override bool CanUnequip()
{
return true;
}
}
}