* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality * Flashes and Flashbangs use the same code now (the Flashable path because it's better)
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Mobs.State
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{
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public class CriticalMobState : SharedCriticalMobState
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{
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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 AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
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}
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if (entity.TryGetComponent(out StunnableComponent stun))
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{
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stun.CancelAll();
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}
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EntitySystem.Get<StandingStateSystem>().Down(entity);
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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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}
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}
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}
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