public virtual void ExitDeadState(EntityUid uid)
    {
        RemComp <CollisionWakeComponent>(uid);

        Standing.Stand(uid);

        if (!Standing.IsDown(uid) && TryComp <PhysicsComponent>(uid, out var physics))
        {
            physics.CanCollide = true;
        }
    }
    public virtual void EnterDeadState(EntityUid uid)
    {
        EnsureComp <CollisionWakeComponent>(uid);
        Standing.Down(uid);

        if (Standing.IsDown(uid) && TryComp <PhysicsComponent>(uid, out var physics))
        {
            physics.CanCollide = false;
        }

        if (TryComp <AppearanceComponent>(uid, out var appearance))
        {
            appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
        }
    }