* Deprecate IActionBlocker ChangeDirectionAttempt * Woops * Throw and interact * Deperacte speech * ActionBlocker in fucking shambles * CanEmote go byebye * CanAttack is GONE * IActionBlocker finally ded * DRY
39 lines
1.2 KiB
C#
39 lines
1.2 KiB
C#
using Content.Shared.Alert;
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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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/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
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/// </summary>
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public abstract class SharedCriticalMobState : BaseMobState
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{
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protected override DamageState DamageState => DamageState.Critical;
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public override void EnterState(IEntity entity)
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{
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base.EnterState(entity);
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if (entity.TryGetComponent(out SharedAlertsComponent? status))
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{
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status.ShowAlert(AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it
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}
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EntitySystem.Get<StandingStateSystem>().Down(entity.Uid);
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if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
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}
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}
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public override void ExitState(IEntity entity)
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{
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base.ExitState(entity);
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EntitySystem.Get<StandingStateSystem>().Stand(entity.Uid);
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}
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}
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}
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