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using Content.Shared.EntityEffects;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Applies a list of entity effects to the owning entity when triggered.
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/// If TargetUser is true then they will be applied to the user instead.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class EntityEffectOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// The effects to apply.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityEffect[] Effects;
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/// <summary>
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/// Optional scale multiplier for the effects.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Scale = 1f;
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}
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