using System; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Serialization; namespace Content.Shared.GameObjects.Components.Damage { // TODO: Fix summary /// /// Defines what state an with a /// is in. /// Not all states must be supported - for instance, the /// only supports /// and , /// as inanimate objects don't go into crit. /// [Serializable, NetSerializable] public enum DamageState { Invalid = 0, Alive, Critical, Dead } }