private AIState HasBeenInjuredRelatedStateCheck() { AIState nextState = AIState.None; if (brain.HasBeenInjured() || brain.InjuredByDeathCircle) { if (actor.AIHealth.HealthPoints < 0.0f) { nextState = AIState.Dead; } else if (brain.InjuredByDeathCircle) { brain.InjuredByDeathCircle = false; nextState = AIState.DeathCircle; } else if (actor.AIHealth.HealthPoints < brain.LifeFleeThreshold) { nextState = AIState.Flee; } } return(nextState); }