* Deprecate IActionBlocker ChangeDirectionAttempt * Woops * Throw and interact * Deperacte speech * ActionBlocker in fucking shambles * CanEmote go byebye * CanAttack is GONE * IActionBlocker finally ded * DRY
26 lines
744 B
C#
26 lines
744 B
C#
using Content.Shared.Standing;
|
|
using Robust.Shared.GameObjects;
|
|
|
|
|
|
namespace Content.Shared.MobState.State
|
|
{
|
|
/// <summary>
|
|
/// The standard state an entity is in; no negative effects.
|
|
/// </summary>
|
|
public abstract class SharedNormalMobState : BaseMobState
|
|
{
|
|
protected override DamageState DamageState => DamageState.Alive;
|
|
|
|
public override void EnterState(IEntity entity)
|
|
{
|
|
base.EnterState(entity);
|
|
EntitySystem.Get<StandingStateSystem>().Stand(entity.Uid);
|
|
|
|
if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
|
|
{
|
|
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
|
|
}
|
|
}
|
|
}
|
|
}
|