using Content.Shared.StatusEffectNew.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Removes a status effect when triggered.
/// If TargetUser is true the user loses the status.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class RemoveStatusEffectOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// Status effect to be removed.
///
[DataField, AutoNetworkedField]
public EntProtoId Status;
}