namespace Content.Shared.GameObjects.Components.Mobs.State { /// /// The standard state an entity is in; no negative effects. /// public abstract class SharedNormalMobState : BaseMobState { protected override DamageState DamageState => DamageState.Alive; public override bool CanInteract() { return true; } public override bool CanMove() { return true; } public override bool CanUse() { return true; } public override bool CanThrow() { return true; } public override bool CanSpeak() { return true; } public override bool CanDrop() { return true; } public override bool CanPickup() { return true; } public override bool CanEmote() { return true; } public override bool CanAttack() { return true; } public override bool CanEquip() { return true; } public override bool CanUnequip() { return true; } public override bool CanChangeDirection() { return true; } } }