Trigger Refactor (#39034)
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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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/// Will cause a flash in an area around the entity when triggered.
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/// If TargetUser is true then their location will be used.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class FlashOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// The range in which to flash entities in.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Range = 1.0f;
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/// <summary>
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/// The duration of the status effect.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan Duration = TimeSpan.FromSeconds(8);
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/// <summary>
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/// The probability to apply the status effect.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Probability = 1.0f;
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}
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