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crystall-punk-14/Content.Shared/MobState/State/SharedCriticalMobState.cs

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using Content.Shared.Alert;
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using Content.Shared.Standing;
using Robust.Shared.GameObjects;
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namespace Content.Shared.MobState.State
{
/// <summary>
/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
/// </summary>
public abstract class SharedCriticalMobState : BaseMobState
{
protected override DamageState DamageState => DamageState.Critical;
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public override void EnterState(EntityUid uid, IEntityManager entityManager)
{
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base.EnterState(uid, entityManager);
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EntitySystem.Get<AlertsSystem>().ShowAlert(uid, AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it
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EntitySystem.Get<StandingStateSystem>().Down(uid);
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
}
}
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public override void ExitState(EntityUid uid, IEntityManager entityManager)
{
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base.ExitState(uid, entityManager);
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EntitySystem.Get<StandingStateSystem>().Stand(uid);
}
}
}