using Content.Shared.Alert; using Content.Shared.Standing; using Robust.Shared.GameObjects; namespace Content.Shared.MobState.State { /// /// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious). /// public abstract class SharedCriticalMobState : BaseMobState { protected override DamageState DamageState => DamageState.Critical; public override void EnterState(EntityUid uid, IEntityManager entityManager) { base.EnterState(uid, entityManager); EntitySystem.Get().ShowAlert(uid, AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it EntitySystem.Get().Down(uid); if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance)) { appearance.SetData(DamageStateVisuals.State, DamageState.Critical); } } public override void ExitState(EntityUid uid, IEntityManager entityManager) { base.ExitState(uid, entityManager); EntitySystem.Get().Stand(uid); } } }