Re-organize all projects (#4166)
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50
Content.Shared/MobState/IMobStateComponent.cs
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50
Content.Shared/MobState/IMobStateComponent.cs
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#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.MobState.State;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.MobState
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{
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public interface IMobStateComponent : IComponent
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{
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IMobState? CurrentState { get; }
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bool IsAlive();
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bool IsCritical();
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bool IsDead();
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bool IsIncapacitated();
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(IMobState state, int threshold)? GetEarliestIncapacitatedState(int minimumDamage);
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(IMobState state, int threshold)? GetEarliestCriticalState(int minimumDamage);
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(IMobState state, int threshold)? GetEarliestDeadState(int minimumDamage);
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(IMobState state, int threshold)? GetPreviousCriticalState(int maximumDamage);
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bool TryGetEarliestIncapacitatedState(
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int minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold);
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bool TryGetEarliestCriticalState(
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int minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold);
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bool TryGetEarliestDeadState(
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int minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold);
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bool TryGetPreviousCriticalState(
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int maximumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold);
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void UpdateState(int damage, bool syncing = false);
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}
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}
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