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; }