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