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- using Content.Shared.Mobs;
- namespace Content.Server.NPC.Queries.Considerations;
- /// <summary>
- /// Goes linearly from 1f to 0f, with 0 damage returning 1f and <see cref=TargetState> damage returning 0f
- /// </summary>
- public sealed partial class TargetHealthCon : UtilityConsideration
- {
- /// <summary>
- /// Which MobState the consideration returns 0f at, defaults to choosing earliest incapacitating MobState
- /// </summary>
- [DataField("targetState")]
- public MobState TargetState = MobState.Invalid;
- }
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