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 kick a player from the server as if their connection dropped if triggered.
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/// Yes, really. Don't use this component.
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/// If TargetUser is true then the user of the trigger will be kicked, otherwise the entity itself.
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/// <see cref="Server.GhostKick.GhostKickManager"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class GhostKickOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// The reason that will be displayed in the server log when a player is kicked.
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/// </summary>
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[DataField, AutoNetworkedField]
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public LocId Reason = "ghost-kick-on-trigger-default";
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}
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