Files
tbd-station-14/Content.Shared/MobState/State/SharedDeadMobState.cs
metalgearsloth 7beb363285 Deprecate a bunch of IActionBlocker (#4852)
* Deprecate IActionBlocker ChangeDirectionAttempt

* Woops

* Throw and interact

* Deperacte speech

* ActionBlocker in fucking shambles

* CanEmote go byebye

* CanAttack is GONE

* IActionBlocker finally ded

* DRY
2021-10-21 13:03:14 +11:00

48 lines
1.5 KiB
C#

using Content.Shared.Hands;
using Content.Shared.Standing;
using Robust.Shared.GameObjects;
namespace Content.Shared.MobState.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;
var standingState = EntitySystem.Get<StandingStateSystem>();
standingState.Down(entity.Uid);
if (standingState.IsDown(entity.Uid) && entity.TryGetComponent(out PhysicsComponent? physics))
{
physics.CanCollide = false;
}
if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
}
}
public override void ExitState(IEntity entity)
{
base.ExitState(entity);
if (entity.HasComponent<CollisionWakeComponent>())
{
entity.RemoveComponent<CollisionWakeComponent>();
}
var standingState = EntitySystem.Get<StandingStateSystem>();
standingState.Stand(entity.Uid);
if (!standingState.IsDown(entity.Uid) && entity.TryGetComponent(out PhysicsComponent? physics))
{
physics.CanCollide = true;
}
}
}
}