using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.StatusEffectNew.Components;
///
/// Applies a set of permanent status effects while this component exists.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class PermanentStatusEffectsComponent : Component
{
///
/// The status effects to apply.
///
[DataField(required: true)]
public HashSet StatusEffects = [];
}