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(IEntity entity) { base.EnterState(entity); if (entity.TryGetComponent(out SharedAlertsComponent? status)) { status.ShowAlert(AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it } EntitySystem.Get().Down(entity.Uid); if (entity.TryGetComponent(out SharedAppearanceComponent? appearance)) { appearance.SetData(DamageStateVisuals.State, DamageState.Critical); } } public override void ExitState(IEntity entity) { base.ExitState(entity); EntitySystem.Get().Stand(entity.Uid); } } }