using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared._Offbrand.Buckle; /// /// Applies a status effect to the strapped entity whilst it is strapped /// [RegisterComponent, NetworkedComponent] [Access(typeof(StatusEffectOnStrapSystem))] public sealed partial class StatusEffectOnStrapComponent : Component { [DataField(required: true)] public EntProtoId StatusEffect; }