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; }