* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
93 lines
2.0 KiB
C#
93 lines
2.0 KiB
C#
#nullable enable
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Mobs.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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}
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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<SharedStandingStateSystem>().Standing(entity);
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}
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public override bool CanInteract()
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{
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return false;
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}
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public override bool CanMove()
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{
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return false;
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}
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public override bool CanUse()
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{
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return false;
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}
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public override bool CanThrow()
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{
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return false;
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}
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public override bool CanSpeak()
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{
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return false;
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}
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public override bool CanDrop()
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{
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return false;
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}
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public override bool CanPickup()
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{
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return false;
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}
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public override bool CanEmote()
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{
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return false;
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}
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public override bool CanAttack()
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{
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return false;
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}
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public override bool CanEquip()
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{
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return false;
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}
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public override bool CanUnequip()
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{
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return false;
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}
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public override bool CanChangeDirection()
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{
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return false;
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}
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}
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}
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