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; }