Trigger Refactor (#39034)
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using Content.Shared.Chemistry.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Creates a smoke cloud when triggered, with an optional solution to include in it.
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/// No sound is played incase a grenade is stealthy, use <see cref="EmitSoundOnTriggerComponent"/> if you want a sound.
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/// If TargetUser is true the smoke is spawned at their location.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class SmokeOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// How long the smoke stays for, after it has spread (in seconds).
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan Duration = TimeSpan.FromSeconds(10);
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/// <summary>
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/// How much the smoke will spread.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public int SpreadAmount;
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/// <summary>
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/// Smoke entity to spawn.
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/// Defaults to smoke but you can use foam if you want.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntProtoId SmokePrototype = "Smoke";
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/// <summary>
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/// Solution to add to each smoke cloud.
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/// </summary>
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/// <remarks>
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/// When using repeating trigger this essentially gets multiplied so dont do anything crazy like omnizine or lexorin.
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/// </remarks>
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[DataField, AutoNetworkedField]
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public Solution Solution = new();
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}
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