Re-organize all projects (#4166)
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92
Content.Shared/MobState/State/SharedCriticalMobState.cs
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92
Content.Shared/MobState/State/SharedCriticalMobState.cs
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#nullable enable
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using Content.Shared.Alert;
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using Content.Shared.Standing;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.MobState.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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