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