using Content.Shared.Mobs;
using Content.Shared.Mobs.Systems;
using Robust.Client.GameObjects;
+using Robust.Shared.Utility;
namespace Content.Client.Damage.Systems;
private void PlayAnimation(Entity<StaminaComponent, SpriteComponent> entity)
{
+ DebugTools.Assert(entity.Comp1.CritThreshold > entity.Comp1.AnimationThreshold, $"Animation threshold on {ToPrettyString(entity)} was not less than the crit threshold. This will cause errors, animation has been cancelled.");
+
var step = Math.Clamp((entity.Comp1.StaminaDamage - entity.Comp1.AnimationThreshold) /
(entity.Comp1.CritThreshold - entity.Comp1.AnimationThreshold),
0f,