using Robust.Shared.Audio; using Robust.Shared.GameStates; using Content.Shared.Random; using Robust.Shared.Prototypes; namespace Content.Shared.Plunger.Components { /// /// Entity can interact with plungers. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class PlungerUseComponent : Component { /// /// If true entity has been plungered. /// [DataField] [AutoNetworkedField] public bool Plunged; /// /// If true entity can interact with plunger. /// [DataField] [AutoNetworkedField] public bool NeedsPlunger = false; /// /// A weighted random entity prototype containing the different loot that rummaging can provide. /// [DataField] [AutoNetworkedField] public ProtoId PlungerLoot = "PlungerLoot"; /// /// Sound played on rummage completion. /// [DataField] public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg"); } }