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OldThink/Content.Server/AI/WorldState/States/TargetEntityState.cs

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