using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Morgue.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class MorgueComponent : Component
{
///
/// Whether or not the morgue beeps if a living player is inside.
///
[DataField]
public bool DoSoulBeep = true;
[DataField]
public float AccumulatedFrameTime = 0f;
///
/// The amount of time between each beep.
///
[DataField]
public float BeepTime = 10f;
[DataField]
public SoundSpecifier OccupantHasSoulAlarmSound = new SoundPathSpecifier("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg");
}