using Content.Shared.Timing;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Conditions;
///
/// Checks if the triggered entity has an active UseDelay.
///
///
/// TODO: Support specific UseDelay IDs for each trigger key.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class UseDelayTriggerConditionComponent : BaseTriggerConditionComponent
{
///
/// Checks if the triggered entity has an active UseDelay.
///
[DataField, AutoNetworkedField]
public string UseDelayId = UseDelaySystem.DefaultId;
}