Trigger Refactor (#39034)
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using Content.Shared.Timing;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Conditions;
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/// <summary>
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/// Checks if the triggered entity has an active UseDelay.
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/// </summary>
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/// <remarks>
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/// TODO: Support specific UseDelay IDs for each trigger key.
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/// </remarks>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class UseDelayTriggerConditionComponent : BaseTriggerConditionComponent
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{
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/// <summary>
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/// Checks if the triggered entity has an active UseDelay.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string UseDelayId = UseDelaySystem.DefaultId;
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}
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