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