using Content.Shared.Mobs; namespace Content.Server.NPC.Queries.Considerations; /// /// Goes linearly from 1f to 0f, with 0 damage returning 1f and damage returning 0f /// public sealed partial class TargetHealthCon : UtilityConsideration { /// /// Which MobState the consideration returns 0f at, defaults to choosing earliest incapacitating MobState /// [DataField("targetState")] public MobState TargetState = MobState.Invalid; }