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); } }