using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Conditions; /// /// This condition will cancel triggers based on random chance. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class RandomChanceTriggerConditionComponent : BaseTriggerConditionComponent { /// /// Chance for the trigger to succeed. /// [DataField, AutoNetworkedField] public float SuccessChance = .9f; }