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;
}