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 = []; }