* Enable nullability in Content.Client * Remove #nullable enable * Merge fixes * Remove Debug.Assert * Merge fixes * Fix build * Fix build
41 lines
1.2 KiB
C#
41 lines
1.2 KiB
C#
using Content.Client.GameObjects.EntitySystems;
|
|
using Content.Shared.GameObjects.Components.Mobs;
|
|
using Content.Shared.GameObjects.Components.Mobs.State;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
|
|
namespace Content.Client.GameObjects.Components.Mobs.State
|
|
{
|
|
public class DeadMobState : SharedDeadMobState
|
|
{
|
|
public override void EnterState(IEntity entity)
|
|
{
|
|
base.EnterState(entity);
|
|
|
|
if (entity.TryGetComponent(out AppearanceComponent? appearance))
|
|
{
|
|
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
|
|
}
|
|
|
|
EntitySystem.Get<StandingStateSystem>().Down(entity);
|
|
|
|
if (entity.TryGetComponent(out PhysicsComponent? physics))
|
|
{
|
|
physics.CanCollide = false;
|
|
}
|
|
}
|
|
|
|
public override void ExitState(IEntity entity)
|
|
{
|
|
base.ExitState(entity);
|
|
|
|
EntitySystem.Get<StandingStateSystem>().Standing(entity);
|
|
|
|
if (entity.TryGetComponent(out PhysicsComponent? physics))
|
|
{
|
|
physics.CanCollide = true;
|
|
}
|
|
}
|
|
}
|
|
}
|