using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Effects; /// /// Rejuvenates the entity when triggered, which fully heals them, removing all damage, debuffs or other negative status effects. /// If TargetUser is true then the user will be rejuvenated instead. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class RejuvenateOnTriggerComponent : BaseXOnTriggerComponent;