using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Effects; /// /// Launches the owner of this component when triggered. /// If TargetUser is true, this launches the entity that was collided with instead (because the "user" is the thing that's caused the collision, i.e. the other object). /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class LaunchOnTriggerComponent : BaseXOnTriggerComponent { /// /// A linear impulse applied to the target, measured in kg * m / s /// [DataField, AutoNetworkedField] public float Impulse = 10.0f; }