using Content.Shared.FixedPoint; namespace Content.Shared.MobState.EntitySystems; public abstract partial class SharedMobStateSystem { public virtual void EnterNormState(EntityUid uid) { Standing.Stand(uid); if (TryComp(uid, out var appearance)) { appearance.SetData(DamageStateVisuals.State, DamageState.Alive); } } public virtual void UpdateNormState(EntityUid entity, FixedPoint2 threshold) {} public virtual void ExitNormState(EntityUid uid) {} }