Trigger Refactor (#39034)
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@@ -1,3 +1,4 @@
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Shared.Emp;
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@@ -7,4 +8,15 @@ public abstract class SharedEmpSystem : EntitySystem
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[Dependency] protected readonly IGameTiming Timing = default!;
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protected const string EmpDisabledEffectPrototype = "EffectEmpDisabled";
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/// <summary>
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/// Triggers an EMP pulse at the given location, by first raising an <see cref="EmpAttemptEvent"/>, then a raising <see cref="EmpPulseEvent"/> on all entities in range.
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/// </summary>
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/// <param name="coordinates">The location to trigger the EMP pulse at.</param>
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/// <param name="range">The range of the EMP pulse.</param>
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/// <param name="energyConsumption">The amount of energy consumed by the EMP pulse.</param>
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/// <param name="duration">The duration of the EMP effects.</param>
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public virtual void EmpPulse(MapCoordinates coordinates, float range, float energyConsumption, float duration)
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{
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}
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}
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