using Robust.Shared.Interfaces.GameObjects; namespace Content.Shared.GameObjects.Components.Mobs.State { /// /// The standard state an entity is in; no negative effects. /// public abstract class SharedNormalState : IMobState { public abstract void EnterState(IEntity entity); public abstract void ExitState(IEntity entity); public abstract void UpdateState(IEntity entity); public bool CanInteract() { return true; } public bool CanMove() { return true; } public bool CanUse() { return true; } public bool CanThrow() { return true; } public bool CanSpeak() { return true; } public bool CanDrop() { return true; } public bool CanPickup() { return true; } public bool CanEmote() { return true; } public bool CanAttack() { return true; } public bool CanEquip() { return true; } public bool CanUnequip() { return true; } public bool CanChangeDirection() { return true; } } }