using Content.Server.Stunnable.Components; using Content.Shared.MobState.State; using Robust.Shared.GameObjects; namespace Content.Server.MobState.States { public class CriticalMobState : SharedCriticalMobState { public override void EnterState(IEntity entity) { base.EnterState(entity); if (entity.TryGetComponent(out StunnableComponent? stun)) { stun.CancelAll(); } } } }