Refactors stunnable to be ECS. (#4819)
Also cleans up StandingStatesystem.
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@@ -3,6 +3,7 @@ using Content.Server.Atmos.EntitySystems;
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using Content.Server.CombatMode;
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using Content.Server.Hands.Components;
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using Content.Server.Interaction.Components;
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using Content.Server.Stunnable;
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using Content.Server.Stunnable.Components;
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using Content.Server.Weapon.Ranged.Barrels.Components;
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using Content.Shared.ActionBlocker;
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@@ -10,6 +11,7 @@ using Content.Shared.Damage;
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using Content.Shared.Hands;
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using Content.Shared.Popups;
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using Content.Shared.Sound;
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using Content.Shared.Stunnable;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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@@ -175,7 +177,7 @@ namespace Content.Server.Weapon.Ranged
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// Knock them down
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if (user.TryGetComponent(out StunnableComponent? stun))
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{
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stun.Paralyze(3f);
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EntitySystem.Get<StunSystem>().Paralyze(user.Uid, TimeSpan.FromSeconds(3f), stun);
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}
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// Apply salt to the wound ("Honk!")
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