using Content.Shared.Random; using Content.Shared.Trigger.Components.Triggers; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Trigger.Components.Effects; /// /// When triggered this component will choose a key and send a new trigger. /// Trigger is sent to user if is true. /// /// Does not support recursive loops where this component triggers itself. Use instead. [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class RandomTriggerOnTriggerComponent : BaseXOnTriggerComponent { /// /// The trigger keys and their weights. /// [DataField(required: true), AutoNetworkedField] public ProtoId RandomKeyOut; }