Trigger Refactor (#39034)
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@@ -1,4 +1,5 @@
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using Content.Shared.Explosion.Components;
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using Content.Shared.Trigger.Components;
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using Content.Shared.Trigger.Components.Triggers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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@@ -10,7 +11,7 @@ namespace Content.Shared.Payload.Components;
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/// <remarks>
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/// This component performs two functions. Firstly, it will add or remove other components to some entity when this
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/// item is installed inside of it. This is intended for use with constructible grenades. For example, this allows
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/// you to add things like <see cref="OnUseTimerTriggerComponent"/>, or <see cref="TriggerOnProximityComponent"/>.
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/// you to add things like <see cref="TimerTriggerComponent"/>, or <see cref="TriggerOnProximityComponent"/>.
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/// This is required because otherwise you would have to forward arbitrary interaction directed at the casing
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/// through to the trigger, which would be quite complicated. Also proximity triggers don't really work inside of
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/// containers.
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@@ -29,7 +30,7 @@ public sealed partial class PayloadTriggerComponent : Component
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/// <summary>
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/// List of components to add or remove from an entity when this trigger is (un)installed.
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/// </summary>
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[DataField("components", serverOnly:true, readOnly: true)]
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[DataField(serverOnly: true, readOnly: true)]
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public ComponentRegistry? Components = null;
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/// <summary>
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@@ -41,6 +42,6 @@ public sealed partial class PayloadTriggerComponent : Component
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/// when removing the component, to ensure that removal of this trigger only removes the components that it was
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/// responsible for adding.
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/// </remarks>
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[DataField("grantedComponents", serverOnly: true)]
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[DataField(serverOnly: true)]
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public HashSet<Type> GrantedComponents = new();
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}
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