26 lines
784 B
C#
26 lines
784 B
C#
using Content.Shared.Standing;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.MobState.State
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{
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/// <summary>
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/// The standard state an entity is in; no negative effects.
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/// </summary>
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public abstract class SharedNormalMobState : BaseMobState
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{
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protected override DamageState DamageState => DamageState.Alive;
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public override void EnterState(EntityUid uid, IEntityManager entityManager)
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{
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base.EnterState(uid, entityManager);
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EntitySystem.Get<StandingStateSystem>().Stand(uid);
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if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
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}
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}
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}
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}
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