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; } } }