Files
tbd-station-14/Content.Shared/GameObjects/Components/Mobs/State/SharedDeadMobState.cs
metalgearsloth 70ac46ee09 Make dead bodies use CollisionWake (#4119)
* Make dead bodies use CollisionWake

* Disable CanCollide fuckery

* Update Content.Shared/GameObjects/Components/Mobs/State/SharedDeadMobState.cs

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2021-06-05 09:23:24 +02:00

96 lines
1.9 KiB
C#

using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Mobs.State
{
public abstract class SharedDeadMobState : BaseMobState
{
protected override DamageState DamageState => DamageState.Dead;
public override void EnterState(IEntity entity)
{
base.EnterState(entity);
var wake = entity.EnsureComponent<CollisionWakeComponent>();
wake.Enabled = true;
}
public override void ExitState(IEntity entity)
{
base.ExitState(entity);
if (entity.HasComponent<CollisionWakeComponent>())
{
entity.RemoveComponent<CollisionWakeComponent>();
}
}
public override bool CanInteract()
{
return false;
}
public override bool CanMove()
{
return false;
}
public override bool CanUse()
{
return false;
}
public override bool CanThrow()
{
return false;
}
public override bool CanSpeak()
{
return false;
}
public override bool CanDrop()
{
return false;
}
public override bool CanPickup()
{
return false;
}
public override bool CanEmote()
{
return false;
}
public override bool CanAttack()
{
return false;
}
public override bool CanEquip()
{
return false;
}
public override bool CanUnequip()
{
return false;
}
public override bool CanChangeDirection()
{
return false;
}
public bool CanShiver()
{
return false;
}
public bool CanSweat()
{
return false;
}
}
}