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;
}