using Content.Shared.Weather; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Trigger.Components.Effects; /// /// Changes the current weather when triggered. /// If TargetUser is true then it will change the weather at the user's map instead of the entitys map. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class WeatherOnTriggerComponent : BaseXOnTriggerComponent { /// /// Weather type. Null to clear the weather. /// [DataField, AutoNetworkedField] public ProtoId? Weather; /// /// How long the weather should last. Null for forever. /// [DataField, AutoNetworkedField] public TimeSpan? Duration; }