case MobState.Dead:
RemComp<CollisionWakeComponent>(target);
_standing.Stand(target);
- if (!_standing.IsDown(target) && TryComp<PhysicsComponent>(target, out var physics))
- {
- _physics.SetCanCollide(target, true, body: physics);
- }
-
break;
case MobState.Invalid:
//unused
case MobState.Dead:
EnsureComp<CollisionWakeComponent>(target);
_standing.Down(target);
-
- if (_standing.IsDown(target) && TryComp<PhysicsComponent>(target, out var physics))
- {
- _physics.SetCanCollide(target, false, body: physics);
- }
-
_appearance.SetData(target, MobStateVisuals.State, MobState.Dead);
break;
case MobState.Invalid: