using Content.Shared.GameObjects.Components.Damage; using Content.Shared.GameObjects.EntitySystems; using Robust.Shared.Interfaces.GameObjects; namespace Content.Shared.GameObjects.Components.Mobs.State { /// /// Defines the blocking effects of an associated /// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or /// exiting the state. /// public interface IMobState : IActionBlocker { /// /// Called when this state is entered. /// void EnterState(IEntity entity); /// /// Called when this state is left for a different state. /// void ExitState(IEntity entity); /// /// Called when this state is updated. /// void UpdateState(IEntity entity); } }