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