using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.AI.WorldState.States
{
///
/// Could be target item to equip, target to attack, etc.
///
[UsedImplicitly]
public sealed class TargetEntityState : PlanningStateData
{
public override string Name => "TargetEntity";
public override void Reset()
{
Value = null;
}
}
}