using Content.Shared.StepTrigger.Prototypes; using Content.Shared.StepTrigger.Systems; using Robust.Shared.GameStates; namespace Content.Shared.StepTrigger.Components; /// /// This component marks an entity as being immune to all step triggers. /// For example, a Felinid or Harpy being so low density, that they don't set off landmines. /// /// /// This is the "Earliest Possible Exit" method, and therefore isn't possible to un-cancel. /// It will prevent ALL step trigger events from firing. Therefore there may sometimes be unintended consequences to this. /// Consider using a subscription to StepTriggerAttemptEvent if you wish to be more selective. /// [RegisterComponent, NetworkedComponent] [Access(typeof(StepTriggerSystem))] public sealed partial class StepTriggerImmuneComponent : Component { /// /// WhiteList of immunity step triggers. /// [DataField] public StepTriggerGroup? Whitelist; }