using System; using Robust.Shared.GameObjects; using Robust.Shared.Serialization; namespace Content.Shared.MobState { [Serializable, NetSerializable] public enum DamageStateVisuals { State } /// /// Defines what state an is in. /// /// Ordered from most alive to least alive. /// To enumerate them in this way see /// . /// [Serializable, NetSerializable] public enum DamageState : byte { Invalid = 0, Alive = 1, Critical = 2, Dead = 3 } }