using Content.Shared.Standing; using Robust.Shared.GameObjects; namespace Content.Shared.MobState.State { /// /// The standard state an entity is in; no negative effects. /// public abstract class SharedNormalMobState : BaseMobState { protected override DamageState DamageState => DamageState.Alive; public override void EnterState(IEntity entity) { base.EnterState(entity); EntitySystem.Get().Stand(entity.Uid); if (entity.TryGetComponent(out SharedAppearanceComponent? appearance)) { appearance.SetData(DamageStateVisuals.State, DamageState.Alive); } } } }