using Harmony.ZombieFeatures; namespace UAI { public class UAIConsiderationTargetIsDead : UAIConsiderationTargetIsAlive { public override float GetScore(Context _context, object target) { return EntityUtilities.SameValue(base.GetScore(_context, target), 1f) ? 0f : 1f; } } public class UAIConsiderationTargetIsAlive : UAIConsiderationBase { public override float GetScore(Context _context, object target) { EntityAlive targetEntity = UAIUtils.ConvertToEntityAlive(target); if (targetEntity == null) return 0f; if (InertEntity.IsInert(targetEntity)) return 0f; return targetEntity.IsAlive() ? 1f : 0f; } } }