using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Triggers; /// /// Triggers when the owning entity is buckled. /// This is intended to be used on buckle-able entities like mobs. /// The user is the strap entity (a chair or similar). /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class TriggerOnBuckledComponent : BaseTriggerOnXComponent;