using Content.Server.Stunnable; using Content.Server.Stunnable.Components; using Content.Shared.MobState.State; using Content.Shared.StatusEffect; using Content.Shared.Stunnable; using Robust.Shared.GameObjects; namespace Content.Server.MobState.States { public class CriticalMobState : SharedCriticalMobState { public override void EnterState(EntityUid uid, IEntityManager entityManager) { base.EnterState(uid, entityManager); if (entityManager.TryGetComponent(uid, out StatusEffectsComponent? stun)) { EntitySystem.Get().TryRemoveStatusEffect(uid, "Stun"); } } } }