using Content.Shared.StatusEffectNew.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Adds a status effect when triggered.
/// If TargetUser is true the user will gain the effect.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SetStatusEffectOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// Status effect to be added.
///
[DataField, AutoNetworkedField]
public EntProtoId Status;
///
/// How long the status lasts. Permanent until removed if null.
///
[DataField, AutoNetworkedField]
public TimeSpan? Duration;
}