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;
}