Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
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@@ -1,7 +1,7 @@
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using Content.Server.Atmos.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Audio;
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using Content.Shared.MobState.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Physics;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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@@ -1,12 +1,12 @@
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using Content.Shared.MobState;
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using Content.Shared.Damage;
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using Content.Shared.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Temperature.Systems;
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using Content.Server.Body.Components;
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using Content.Shared.Examine;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Rejuvenate;
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using Content.Shared.MobState.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Components;
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@@ -20,7 +20,7 @@ namespace Content.Server.Atmos.Miasma
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SharedMobStateSystem _mobState = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MetaDataSystem _metaDataSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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